Dan7 1 Posted September 20, 2013 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 Share this post Link to post Share on other sites
Tajin 349 Posted September 20, 2013 (edited) 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 September 20, 2013 by Tajin Share this post Link to post Share on other sites
Dan7 1 Posted September 20, 2013 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? Share this post Link to post Share on other sites
Tajin 349 Posted September 20, 2013 Can't help you there. Even in the rare occasion that I use triggers, I never utilize the timer settings :confused:. Share this post Link to post Share on other sites
kylania 568 Posted September 20, 2013 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. Share this post Link to post Share on other sites
Dan7 1 Posted September 20, 2013 Yes, try the script as explained above, and you'll see the AI ​​really put the satchel !!! Share this post Link to post Share on other sites