Ironwulf Posted July 11, 2019 Posted July 11, 2019 I've set a few units I didn't want to come into play until later, as invisible, using the invisible command in ME. It works as advertised with AI aircraft and vehicles, it would seem... however the AI gunners in my Huey can see it just fine. Track is attached. with a demo. Note the AI helicopter is set to ROE = weapons free, and ignores it as we pass by, I then loop back, set my door gunners to weapons free, and they blast the vehicle.door gunner issue.trk
Shahdoh Posted July 11, 2019 Posted July 11, 2019 Invisible just means it will not show it on the F10 map. The unit is still there and will act and be acted upon per normal behaviors. If you do not want it to be acted upon, use "Late Activation" instead. Then it will not exist until activated by trigger or script.
dorianR666 Posted July 11, 2019 Posted July 11, 2019 no, the invisible command in waypoint actions list makes the unit invisible to AI, it has nothing to do with map, OP is correct. "few units I didn't want to come into play until later" indeed use late activation for this, not invisibility. CPU: AMD Ryzen 5 1600X GPU: AMD RX 580
Shahdoh Posted July 11, 2019 Posted July 11, 2019 Ah ok, thought he meant the Hidden flag. Sorry for the confusion.
Ironwulf Posted July 11, 2019 Author Posted July 11, 2019 They are civilian units. Think vehicle-borne IED. I ended up working around the problem by using MIST to spawn a neutral country unit.... But, had invisible worked I could have units fly or drive past unaware until I wanted to bring them in to play by having a triggered action to get them moving and turn them visible, as needed. Sure I could just spawn it in using late activation, but a truck or car just magicking in when within visual range would be suspicious. I don’t have to worry about players as in my observation they don’t waste ordnance on clearly civilian vehicles.
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