Jump to content
Sign in to follow this  
Stugwi

Raise weapon trigger

Recommended Posts

Hi,

When a player (MP) raises his weapon to AI within say 20 meters the action triggers a script.

I have Takistani Locals set to OPFOR friendly. There waypoints are set to careless, so that when Bluefor approach them they dont engage. This is all good but i want the Takistani's behaviour to move from careless to combat when any Bluefor raises a weapon directed at them. So far i have used a trigger with condition (cursortarget == aTakistaniLocal) which works well but is still triggered when weapon is lowered.

Any help would be appreciated

Share this post


Link to post
Share on other sites

You're going to want to use this command in conjunction with the name for the "weapon raised" animation state, which you'll have to look up.

Share this post


Link to post
Share on other sites

Cool thnx St Dux,

So i now have:

animationState player == "amovpknlmstpsraswrfldnon" AND (cursortarget == mar5_1)

but i need both the conditions to be met simultaneously before the trigger is activated. The above solution seems not to work how i want it.

Share this post


Link to post
Share on other sites

Could you elaborate on exactly how it's not working properly?

Share this post


Link to post
Share on other sites

Mmm well tired the now. So it does work but there seems to be a delay of sorts, I need to test this further with a fresh mind.

There is more than one animation for weapon raised from crouch to standing and idle raised. How do i include more than one animation conditions to include with the cursortarget condition...like this?

animationState player == "amovpknlmstpsraswrfldnon" or animationState player == "amovpknlmstpsraswrfldnon_1 or animationState player == "amovpknlmstpsraswrfldnon_2" AND (cursortarget == mar5_1)

Thnx again will post back

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×