Selei 1 Posted March 24, 2013 (edited) Right, so, I've been working on a mission for about two weeks now, it features the entire island, a lot of random encounters, and a lot of AI. Lately, however, I've begun to notice a strange bug, and, after testing it by removing each of the mission scripts I have running one by one, It seems to be caused by Urban Patrol Script. Enemy AI (In this mission, Blufor) will ignore the player, regardless of how close/loud the player is in terms of actions. If the mission is started near Blufor, that group (patrol) will engage on a fire order from the squad leader, but they then seem to immediately disengage, and after that point, refuse to engage the player any further. You can actually walk up and stare them straight in the eyes, and they do nothing about it. Obviously this will cause problems in the mission, as its not so much fun to walk through cities and villages if the enemy never fires back. Any ideas beyond simply disabling UPS entirely? *Edit* I should probably include that UPS is not using anything except for the normal marker name that it needs to patrol. So the patrols (at least in most of the test incidents) were just executing a normal patrol, without random spawns or any other limitations. Also, I apologize if this may have been covered already. I've been looking about for about 3 hours now, and have come up with nothing. Please be gentle! *Edit2* I think I may have found the issue. In the UPS.SQF there is a "safe distance" option, where it tells the AI how far to move before they are considered "safe" from enemy fire. I imagine this overrides any other commands, including engagement commands for them. The issue can be resolved by lowering the safe distance (which i believe defaults to 50 meters, I found it works well in Agia Marina at about 10-20 meters). Regards, Selei Edited March 24, 2013 by Selei Share this post Link to post Share on other sites