B1n4ry 10 Posted March 20, 2013 Hey Guys! I was about to make a small basic training mission. I wanted to add a small IFF lesson, for which i need some AI Mannequins. As Mannequins, they should not move nor kill them each other. Also, i would like to have them invincible and pointing there weapon at the ground. I got this problem solved by making a trigger around the selected AI and set it up like follows; Well, everything works, except the "pointing weapon at ground" part: Activation: Any | Once On Activation: { _x disableAI "MOVE"; _x disableAI "AUTOTARGET"; _x disableAI "TARGET"; _x disableAI "ANIM"; _x setCaptive true; _x allowDamage false; _x setBehaviour "CARELESS"; _x action ["WEAPONINHAND", _x]; }foreach thislist Any ideas, suggestions? D: Share this post Link to post Share on other sites
f2k sel 164 Posted March 20, 2013 Have you looked in the animation viewer to see if there is an action you can use. http://forums.bistudio.com/showthread.php?76033-Animation-Viewer&highlight=animation+viewer Share this post Link to post Share on other sites
B1n4ry 10 Posted March 20, 2013 (edited) Have you looked in the animation viewer to see if there is an action you can use.http://forums.bistudio.com/showthread.php?76033-Animation-Viewer&highlight=animation+viewer Not yet, i'll take a look. Edit: Thank you, got it to work. Place trigger above Mannequin AI units. Trigger: Activation: ALL | Once On Act.: { _x disableAI "MOVE"; _x disableAI "AUTOTARGET"; _x disableAI "TARGET"; _x disableAI "ANIM"; _x setCaptive true; _x allowDamage false; _x playmove "aidlpercmstpsraswrfldnon_idlesteady01n"; }foreach thislist You have to do the disableAI commands, or the AI will stop the animation right after any event. (shooting, spoting target etc.) Still have to see how it works in MP. I'll test it soon. Edited March 20, 2013 by B1n4ry Share this post Link to post Share on other sites