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Dan7

AI enemy place satchel

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Hi, here's what I did and it works:

(S1 = unit ennemy)

S1 init : this addmagazine "SatchelCharge_Remote_Mag"

waypoint move for S1 and on activation : S1 fire ["pipebombmuzzle", "pipebombmuzzle", "SatchelCharge_Remote_Mag"]"

in trigger logic , with timeout 30-30-30 condition : ((count ((S1) nearObjects ["SatchelCharge_Remote_Ammo",100])) > 0)

Another waypoint for S1 does not stay there, obviously !

Everything works, I have to put a period because the bomb is triggered immediately. Therefore, the distance is not taken into account? --> ["SatchelCharge_Remote_Ammo",100]

Thks

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The distance value for "nearObjects" is the maxium distance where it will look for objects.... NOT the minimum distance.

Try this:

Waypoint move:

S1 fire ["pipebombmuzzle", "pipebombmuzzle", "SatchelCharge_Remote_Mag"];
Bomb = nearestObject[s1,"SatchelCharge_Remote_Ammo"];

Trigger:

(S1 distance Bomb) > 100

Or include the distance check in your original condition (the count command supports conditions)

Edited by Tajin

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Ok thank !!! I should get out with your solution!

sorry in my post I forgot to: on activation trigger : S1 action ["TouchOff",S1] lol

why "SetTimer" actions or "Startimer" do not work?

---------- Post added at 02:27 PM ---------- Previous post was at 02:26 PM ----------

Ok, I tried your script, but it is the same, the charge explodes immediately ...

Well for now, I will continue with the timeout in the trigger, it works.

But I find it unfortunate that "SetTimer" does not work (neither with ..._Mag or ..._Ammo, I do not understand) a bug?

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Can't help you there.

Even in the rare occasion that I use triggers, I never utilize the timer settings :confused:.

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Is the player actually going to see the AI place the charge? If not, skip the whole "How do i make an AI place a charge" and just spawn it.

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Yes, try the script as explained above, and you'll see the AI ​​really put the satchel !!!

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