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- User Since
- Feb 3 2015, 7:51 PM (512 w, 1 d)
May 10 2016
This is really a rather major issue/limitation - is there any way we can expedite this issue thread so Bohemia Interactive can address it sooner? I appreciate they're busy, but it seems very simple to fix with an addition of another transition/link in the current FSM system to loop back and ignore hostile units or fire.
As part of my scripting to create a new mission ("Last Stand: Kavala", soon to be released on the workshop, shameless plug...) I modified the AI as follows to force them to go into "Rambo mode" (albeit with some stupid moments):
{if (side _x isEqualTo EAST) then
{ _x doMove getpos Attack; _x setspeedmode "FULL"; _x setbehaviour "SAFE"; _x setskill ["spotDistance",0.1]; _x setskill ["spotTime",0.1]; _x setskill ["courage",1]; _x setskill ["commanding",0.1]; _x setskill ["general",0.1];
_x allowFleeing 0;
};
} forEach allUnits;
Still not been addressed? As the Author put, allowing sprinting in careless mode would fix this problem, anyone know of workarounds though?
As a another workaround, attaching every respawn module to a trigger prevents them being used until the trigger is activated.
This results in the initial spawn being as planned in the editor.
The trigger can then be activated at any point to enable the spawn points, allowing "MenuPosition" to work as it should.
Unfortunately this does not affect players joining in progress, therefore this still needs to be fixed.
Soon would be good too.
This really is a major bug, I have spent 3 days trying to find a solution and only just came across this page, so it should be noted that a great many more people are likely to be experiencing this and simply giving up.
*Please fix this soon!*
1.38.128937 and its still a problem.
It is now at the point where the capabilities of Zeus as an editor are surpassing the 2D editor in some elements (placing buildings and such), although the 2D editor is still vital for most functions.
Surely this is not hard to implement? Please?