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[cec].blindman

Need help on AI ANIM

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Good day community!

I'm having trouble with a string of code. In a MP mission, where the guys need to rescue several hostages, added a addaction so that any one of them could addgroup the hostages and swap leadership if needed.
Problem is the animation. I can use the code without it, but I want to add just a little more flare to it. 
 

this disableAI "move"; this disableAI "fire";
this setcaptive true; this setunitpos "middle"; 
this addaction ["Follow me!",{[captive1] join (_this select 1);
captive1 setcaptive false; captive1 setunitpos "auto";
captive1 enableAI "Move"; captive1 enableAI "fire"; }];


Now the problem, I know how to make the AI surrender by adding the playmove.
 

captive1 playmove "AmovPercMstpSsurWnonDnon";
this disableAI "move"; this disableAI "fire";
this setcaptive true; this setunitpos "middle"; 
this addaction ["Follow me!",{[captive1] join (_this select 1);
captive1 setcaptive false; captive1 setunitpos "auto";
captive1 enableAI "Move"; captive1 enableAI "fire"; }];

 

I can't figure out how to cancel the playmove after addaction is used.
Any help?

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You can add captive1 disableAI "ANIM"; after the unit plays the animation to prevent him from changing to another animation.

This might be handy also: captive1 action["surrender",captive1];

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3 hours ago, phronk said:

You can add captive1 disableAI "ANIM"; after the unit plays the animation to prevent him from changing to another animation.

This might be handy also: captive1 action["surrender",captive1];

 

That's the problem, I don't want him to be stuck in surrendered animation. 
I want him to go back to default behavior after a player uses addaction on him.

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Then simply execute this upon use of the addAction:
captive1 enableAI "ANIM";

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