Stugwi 0 Posted August 17, 2010 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
st_dux 26 Posted August 17, 2010 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
Stugwi 0 Posted August 17, 2010 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
st_dux 26 Posted August 17, 2010 Could you elaborate on exactly how it's not working properly? Share this post Link to post Share on other sites
Stugwi 0 Posted August 17, 2010 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