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Germanske Norge

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Reply with quote  #1 
How can I properly place units in trenches and bunkers so that they are inside and in a combat position and do not leave? A lot of times they end up under the map when I put them in trenches and on the bunker roofs when I put them in bunkers. I'd like to get them into the actual positions that are in the trenches and bunkers, so that they get a perfect field of view. 

Also, why does it seem like I can never get the mounted MG's to work?
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Foxsch

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Reply with quote  #2 
Hi Germanske,
try adding 'dostop' to the unit's initialisation field. This will hold a Unit in place.
Also, if they are in a bunker you might want to add the appropriate 'setUnitPos' into their Init field.
To adjust the height at which a unit will be spawned, try 
this setpos [getpos this select 0,getpos this select 1,4];
The '4' is the height adjustment, which can also be a negative number, to place the unit below  map ground / sea level.
You can also use the building 'ID', which is a number which will appear in the editor if you toggle the top bar ID selector in the editor. The building will have a number of default placements for units and you can place them using: 
this setpos (((getpos this) nearestobject 123456) buildingpos 1);
'123456' being the ID of the building, and '1' being the position in the building.
Hope this helps!
Not sure what you mean by getting the mounted MG's to work? In what way?

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Germanske Norge

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Reply with quote  #3 
Thanks! The MG's seem to be very wonky, the AI on them usually never shoots the enemy until they get deathly close or sometimes they just dont shoot at all. 
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Foxsch

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Reply with quote  #4 
You can set the MG's to have a very high skill rating and also promoting them; Sergeant and above are going to be skilled soldiers.
Also, set their 'Combat Mode' to be a constant full alert ("RED") and Behavior to "COMBAT".
Is there a specific scenario in which you need the mounted MG's to engage?

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sander

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Reply with quote  #5 
Alternatives to the doStop one can use this forceSpeed 0 or this disableAI "Move" statements. Each of these statements have their own advantages and drawbacks. A forceSpeed based statement should only be employed for single units, as any AI grouped to another will respond to move orders issued by his commander. However if individual units are given this statement they will remain stationary and react to threats from all directions. With a disableAI statement units can be grouped together and remain in place. However they will only respond to threats within a limited arc to the side of their initial direction. Anything coming from the side or back will not be reacted to. This is hilariously illustrated in this vid:



Grouping a static MG to a unit disposing of binoculars will improve their reaction to threats. As the commander is able to detect units at longer ranges the AI manning the MG will engage targets pointed out by the AI commander.

Regards,

Sander
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Foxsch

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Reply with quote  #6 
Quote:
Grouping a static MG to a unit disposing of binoculars will improve their reaction to threats. As the commander is able to detect units at longer ranges the AI manning the MG will engage targets pointed out by the AI commander.


AHA!

  Cheers Sander, I hadn't realised that [thumb]


(lol@ the video [biggrin]

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Gunter Severloh

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Reply with quote  #7 
Good info Sander!
Would make sense though if you think about it considering the commander gives the order to engage or calls out targets.

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sander

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Reply with quote  #8 
You are welcome. Now let's see the tips translated into some actually released missions. Only new content can keep the game alive.

It would be useful to alter the setting to NONE rather than IN FORMATION for the static MG when grouping it to a newly commander to avoid it being moved to another default location with regard to its newly assigned commander. A rifle with enlarging optic - such as a Nagant, K98K or M1903 with scope - will also have the effect of enabling an AI commander to detect units at increased range.

For units in a trench I would recommend alternatively placing units with a this disableAI "MOVE" and this forceSpeed 0 statements: that would ensure that some units would always keep their attention in the main direction (it looks silly if all troops in a position are distracted and nobody keeps an eye to the front) while also ensuring that some troops will react to threats on the flanks and rear.

Regards,

Sander
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Foxsch

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Reply with quote  #9 
Good Point ~ I got into the habit of setting units to 'NONE' rather than 'IN FORMATION' for purely that reason.
For an instance; when you place a 'group' of units in the editor, the default setting for those units will be 'IN FORMATION',
and also the default formation for a group will be 'WEDGE' or 'DIAMOND'.
What this means is that; however or where-ever you attempt to place the individual units of the group, on the map in the editor,
if they remain grouped, they will appear in game in the 'wedge' or 'diamond' formation, or if they are far enough apart,
the first thing they will do will be to create the formation. 
This can be a bit tiresome if you have carefully placed units for particular deployments,
only to start the mission to find they've either wandered off, or have grouped to formation.

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scottdog

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Reply with quote  #10 

Im trying out the new warmod with arma 3 eden, and i can't get the units to stay still in the trenches using the method that worked for ironfront vanilla. might have something to do with WARmod

Can anyone help?

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Gunter Severloh

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Reply with quote  #11 
Has to do with the AI mods in the mod, remove these files from IFA3WarMod and it should work:
  • ace_ai - (ACE3 AI)
  • asr_ai3_main - (ASRAI)
  • zooloo75_FFIS - (Firefight Improvement System)
  • GL5_System - (Group Link 5) <---This was removed from the latest version I uploaded yesterday (10-12-15
Also questions and or issues with IFA3WarMod use the release thread, why you guys ask everyone else about my mod
about what the issue could be, I built the thing i know whats in it, and what does what, not to be pushy or rude but it
makes no sense to ask about a mod outside its thread for others opinions on what possibly could be an issue that your having with it.

Hope you understand, none the less remove those files and see if that helps with your issue.

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scottdog

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Reply with quote  #12 

Yeh my bad man just wasnt sure where to post.

Anyway i did that and they still just start moving.

I Put this in the init of sqaud leader:

"{_x setUnitPos "UP"; doStop _x; _x allowFleeing 0; _x forceSpeed 0; _x setPosATL [getPosATL _x select 0, getPosATL _x select 1, 0.23];} foreach units this;"

And for the future where do you want me to ask you about the mod?

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sander

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Reply with quote  #13 
Hi,

That situation would also occur in Vanilla IFL or Arma 2/ OA. It seems that a forceSpeed statement will only work properly for a group leader. An individual unit will reliably keep his station when issued such an order in the editor, but it appears that the effect will be overridden by group commander orders if the unit is grouped together. This is not the case with a disleAI "Move" statement, which has lasting effect on the ability to move, even if the group commander issues a move order. Therefore the solution is to put all units which you wish to be stationary, but able to make turns to face threats in different directions as single units, not grouped together.

Regards,

Sander
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scottdog

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Reply with quote  #14 

Thanks Sander.

Im still a bit confused with what you want me to do

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sander

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Reply with quote  #15 
As an example I wish to have a squad trench occupied by a nominal ten man rife section. This AI section must direct its main attention to the front, in order to always provide maximum firepower in the direction where the opponents are expected. Subsequently I place five infantrymen in the position that are provided with a this disableAI "MOVE" statement and when I am satisfied that they are in face placed exactly there in the trench where I wish them to be I proceed to group these five together (preferably to an appropriate unit for a squad leader such as a sergeant or corporal, as these dispose of binoculars that allow greater situational awareness to an AI in these games). This has the advantage that the AI group leader can issue priority targets for this entire group and that these units will always face towards the front. As the position may be attacked by actual human players that might decide that flanking is a better option than frontal assault I place another five infantrymen that are not attached to any other unit, but each an individual. These five separate individuals I give a this forceSpeed 0 statement, allowing them to divert attention to the flank or rear when required. By ensuring that they are all on their own and not subject to another AI it prevents that the effect of the init line statement is overridden by any command issued by an AI superior. For the casual observer the squad appears to be occupied by a single ten man rifle squad, but in fact these ten troops are actually made up of six distinct groups (one of five and five of each just one unit). The main attention of these AI is provided to the front of the position, while there will also be some troops that can turn to face threats appearing in other directions. To me this is the preferred balance of setting up enemy trench positions in coop missions. In my opinion it can break immersion if all units remain strictly focused to their front (which would happen if all ten would have a disableAI "MOVE" statement) and players can outflank them without any fear of retribution, but also when all ten would be distracted from the main direction of the position (as might happen with ten individual AI with each a forceSpeed statement).

Regards,

Sander
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