Norbak 10 Posted June 23, 2015 (edited) Based on Reezo's Tauntspeaker. 2 questions: 1) Why the enemy cars/tanks (LandVehicles) aren't being taunted?. 2) Why the enemy men patrols aren't being taunted?. They are still walking without reaction. I know the script is working because a simple debug can say "Enemy EAST men incoming". But they don't do. * Another script is started before this executes. Not needed to know the previous script. private ["_object","_range","_caller","_id","_rnd","_influenceTaunt","_influenceEvacuate","_nearMen","_nearCars","_nearTanks","_enemyGroup","_name_evacuate","_name_taunt"]; _object = _this select 0; _caller = _this select 1; _id = _this select 2; _range = (_this select 3) select 0; _influenceTaunt = (_this select 3) select 1; _influenceEvacuate = (_this select 3) select 2; _object removeaction _id; _object removeaction (_id + 1); reezo_loudspeaker_activateA2 = 1; publicVariable "reezo_loudspeaker_activateA2"; reezo_loudspeaker_currentA2 = _object; publicVariable "reezo_loudspeaker_currentA2"; sleep (random 10); _rnd = random 100; if (_rnd < _influenceTaunt) then { // MEN And Everything (only MEN working). Using "LAND" for everything selected. _nearMen = (getPos _object) nearObjects ["Land",_range]; for [{_y = 0},{_y < (count _nearMen)},{_y = _y + 1}] do { if (EAST getFriend WEST < 0.5 && side (_nearMen select _y) == EAST && (_nearMen select _y) == leader group (_nearMen select _y)) then { _rnd = random 100; if (_rnd < _influenceTaunt) then { _enemyGroup = group (_nearMen select _y); _enemyGroup addWaypoint [getPos _object, 0]; [_enemyGroup, 0] setWaypointType "SAD"; [_enemyGroup, 0] setWaypointBehaviour "AWARE"; }; }; }; }; //END Edited June 24, 2015 by kyopower Share this post Link to post Share on other sites