bospor 0 Posted July 14, 2013 Making a mission where chickens on the farm need to stay inside the building. They keep walking through walls of the barn. I even put another wall around the barn, but these sons of bitches are still walking through that as well. What would you guys suggest to keep them in? Share this post Link to post Share on other sites
bad benson 1733 Posted July 14, 2013 hm. i know it may sound weird but simple stuff like that is actually hard to do in this engine. here's what i would do. put this inside the init line of the chicken this disableAI "FSM" you might need to turn off other parts of the AI. check here for more info http://community.bistudio.com/wiki/disableAI now they will stay in place. if you need them to move you should run a script that gives them "moveto" or "domove" commands to postions (maybe place markers) in a loop. http://community.bistudio.com/wiki/doMove http://community.bistudio.com/wiki/moveTo it's actually easy to do. if you need more help, feel free to ask here. Share this post Link to post Share on other sites
zooloo75 834 Posted July 15, 2013 I had this issue in my RP mission - I solved it by having any chickens that leave the area get deleted and respawn a new one - or maybe I teleported the chicken back to the location. Share this post Link to post Share on other sites
max power 21 Posted July 15, 2013 Animals in this game are a kind of AI called agents. Agents are quite rigid and seem to be optimized for ambient life. There is another kind of ai called units. You could spawn unit chickens but they will act more like soldiers and not like chickens, but they should respect walls. Share this post Link to post Share on other sites
bospor 0 Posted July 15, 2013 Thanks guys. I'll try keeping them in cages and make them not move with disableAI comands. I think it's the easiest way Share this post Link to post Share on other sites
rga_noris 3 Posted July 15, 2013 You could put a rectanglular trigger that is activated by the chicken. Then when the chicken leaves, on deactivate issue a doMove back to a waypoint in the middle of the trigger. Share this post Link to post Share on other sites
bospor 0 Posted July 15, 2013 (edited) Rga_Noris could you elaborate please. I got the part about the trigger, about the deactivation field in the trigger, but what exactly whould you type for the doMove command in that field? what would happen after they move to the waypoint in the middle of the trigger? Please help man, I tried this disable "FSM" command, but it's not working. This disable "MOVE" just freezes the chicken, they look like porcelain chickens everywhere :) I figured it out! For those who even remotely interested in the outcome of this topic in the future :) Rga_Noris was right. Inside the area that chicken (ambient life) needs to stay in, like a barn for example, make a trigger that is connected to chicken (group the chicken and the trigger with F2). Name the chicken for example Chk1 and make a marker inside the trigger. Name the marker ChkPoint. In deactivation (not activation) of a trigger type this: Chk1 doMove ChkPoint Seems to be working fine. Thanks gents for your time! Edited July 17, 2013 by Bospor Share this post Link to post Share on other sites