msy 22 Posted December 29, 2011 (edited) First you order an AI to put a satchel charge at one place, then you order him move to a safe place. Your purpose is to order him to touch off the satchel charge when you want to. But once AI moves to a safe distance from the charge, he will automatically touch off the charge. Is this is a bug? Or how to let AI don't do anything before you order him to touch off the charge? =========== I have make a CIT Please vote for it, a very interesting demo. http://dev-heaven.net/issues/27411 Edited December 31, 2011 by msy Share this post Link to post Share on other sites
mr burns 133 Posted December 29, 2011 timebomb != pipebomb ? Suggesting to ensure you are indeed using triggered Satchels and not their time-fuzed twins :D Share this post Link to post Share on other sites
msy 22 Posted December 29, 2011 timebomb != pipebomb ? Suggesting to ensure you are indeed using triggered Satchels and not their time-fuzed twins :D I don't want use any trigger. I just want AI do it in real time. Share this post Link to post Share on other sites
mr burns 133 Posted December 29, 2011 Look, there´s 2 types of satchel charges in the game, one goes off after 30 seconds (classname: timebomb), the others are triggered (classname: pipebomb). So no matter what you mean by "real time" - you want to make sure using pipebombs. Share this post Link to post Share on other sites
msy 22 Posted December 29, 2011 Look, there´s 2 types of satchel charges in the game, one goes off after 30 seconds (classname: timebomb), the others are triggered (classname: pipebomb). So no matter what you mean by "real time" - you want to make sure using pipebombs. It is pipebomb. Then how to make AI touch off the pipebomb by my command not from trigger in editor, but in game? Share this post Link to post Share on other sites
mr burns 133 Posted December 29, 2011 (edited) F1-10 (select according unit) 6 (bring up actions submenu) Then look for the entry where it says "detonate satchel" and press it´s according number :) Edited December 29, 2011 by Mr Burns Share this post Link to post Share on other sites
msy 22 Posted December 29, 2011 F1-10 (select according unit)6 (bring up actions submenu) Then look for the entry where it says "detonate satchel" and press it´s according number :) Have you tested it yourself? 1.Order an AI to put a satchel charge at place A. 2.Order the AI to move to the safe place B. 3.You wait for a random time and order the AI to touch off the charge. when you order that AI to a safe place, at the 2nd step, once he reaches there, he will automatically touch off the charge but not wait for your signal. And this is the problem. Share this post Link to post Share on other sites
mr burns 133 Posted December 29, 2011 Just tested. I don´t have this issue. As the mighty BI dev´s always say: Sample mishun or it didn´t happen. Share this post Link to post Share on other sites
folgore_airborne 1 Posted December 29, 2011 I have just played a mission and had exactly the same issue (actually I have had it quite a number of times). You equip a guy in your team with Satchel Charges (never saw Pipebombs or Timebombs whatsoever), order him to deploy it and then you can only order him to detonate if you don't get too far, because if you do he automatically detonates. Share this post Link to post Share on other sites
msy 22 Posted December 29, 2011 I have just played a mission and had exactly the same issue (actually I have had it quite a number of times). You equip a guy in your team with Satchel Charges (never saw Pipebombs or Timebombs whatsoever), order him to deploy it and then you can only order him to detonate if you don't get too far, because if you do he automatically detonates. If this issue relates to your distance to the bomb or to that AI, it will be more interesting. I think I should make a detailed demo mission and upload it to CIT. Share this post Link to post Share on other sites
Dwarden 1125 Posted December 29, 2011 provide simple repro mission add it to CIT ticket (if there is no existing one then make one) Share this post Link to post Share on other sites
ffur2007slx2_5 11 Posted December 30, 2011 Same here, no animation can be found if we use command unit fire ["pipebombmuzzle","pipebombmuzzle","pipebomb"]; though AI will no longer detonate the bomb automatically. Bomb was created right below the guy instead of the guy kneeing and putting the bomb. Share this post Link to post Share on other sites
msy 22 Posted December 30, 2011 Please vote for it, a very interesting demo. http://dev-heaven.net/issues/27411 Share this post Link to post Share on other sites
katipo66 94 Posted December 30, 2011 Yeah, I get that to, maybe add the link to your first post. Share this post Link to post Share on other sites
mr burns 133 Posted December 31, 2011 I got it too, interesting. They always blow me up :D Share this post Link to post Share on other sites
Guess Who 10 Posted December 31, 2011 Well, it's like this since OFP. So it must be a feature ... :D Share this post Link to post Share on other sites