Call to Arms

Call to Arms

Call to Arms - Workshop
The place to find custom maps, missions and mods for Call to Arms! Do you want to contribute? Check out the installation folder of your game and browse the mods subfolder for tools and documentations.
Dude 20 Nov, 2018 @ 12:55am
Need help with unit behaviour in editor.
Hi,

I am working on a new map and can not figure out something. I want to send units to a series of waypoints (actor to waypoint) without them reacting to the enemy or the battle around them.

I have of course added an actor_state command and tried about any of the options available. Drop orders/senses/senseless, make_enemy_forget, no_retreat, assault mode etc. pp. I even tried to make them another team, that is allied with both player 0 and player 1.

Not working. The units are following the waypoints fine, but I need them to ignore the enemy until they reach a certain waypoint and not lay down and wait until they decide it is time to move on.

Help?
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Showing 1-3 of 3 comments
Tjdagger 32 20 Nov, 2018 @ 1:57am 
Hi Dude,
Try this....

Use the actor_state command. Either in your trigger or on the first waypoint they follow.

set...
"AI_move" to "disable"

and...
movement
"speed" to "bow"
"kind" to "fast"
"type" to "normal"




See how that goes. Using actor_state, you will have to reset the "speed" and "Ai_move" at the point you want them to become interact with the enemy.


Good Luck

Dude 20 Nov, 2018 @ 3:23am 
Hey Tjdagger, good point! I tried it but it did not work. But i finally figured out my mistake.

I set the first waypoint that spawned the troops behind the purple line.

That led the units to pretty much ignore all of the actor_state commands. I reajusted the purple line and then it worked fine!
Tjdagger 32 21 Nov, 2018 @ 2:22am 
Hey Dude, good to hear you sorted it out.
As you have discovered, the puple boundary is basically the active area. Anything outside of it will not recieve orders or take damage.
Last edited by Tjdagger; 21 Nov, 2018 @ 2:23am
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