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anthonyfromtheuk

End detected state with trigger

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Does anybody know how to make the AI go back to their state prior to detecting an enemy, via a trigger. so for example they see my player start shooting at me but if i make it into a building and they can no longer see me they give up on me and go back to their waypoints and original state?

---------- Post added at 19:09 ---------- Previous post was at 17:39 ----------

Nobody know how to do this or does my post not make sense?

Edited by Anthonyfromtheuk

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You could try putting: player setCaptive true, in the activation field. When the trigger is fired, you will become neutral to the enemies.

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The trigger condition is gonna be trouble. Is it any building? A specific building? X distance away? x knowsAbout?

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Its a maze of walls i have made. What i would like is if i am detected in the first part via gunshots or whatever that when i pass through a trigger the AI in the second part return to safe mode. Instead of everyone being in combat mode laying on the floor and running around all crazy for the rest of the mission.

---------- Post added at 20:38 ---------- Previous post was at 20:37 ----------

You could try putting: player setCaptive true, in the activation field. When the trigger is fired, you will become neutral to the enemies.

Would that reset them? i will try that out <-- no it doesn't reset them. they still stay in combat mode and stray off their waypoints.

Edited by Anthonyfromtheuk

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setBehaviour "SAFE" that IS the option I was looking for to use a trigger to reset them, thanks for the link chaoticgood.

Edited by Anthonyfromtheuk
Tested and thats it, perfect thank you

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