iconoclastdx 5 Posted October 23, 2013 So I have this small addaction which enables the player to call out for a civilian he is looking for. If the civilian is close enough, the civilian will respond with a say3D. The player has to then audio-locate the civ. It's all working pretty swanky accept enemy AI could care less that players and civilians (both set to unfriendly to enemy) are calling out all around them. Sooo, how does one encourage enemy AI to respond to all sounds the player makes? In particularly, say3D sounds. Any ideas? Share this post Link to post Share on other sites
lappihuan 178 Posted October 23, 2013 (edited) I think thats not part of the AI atm. so you would need to "fake" the hearing while say3D. Make use of nearEntities at the moment you fire the say3D command. do it like: { if(side _x == east){ //execute whatever you want. (like move or knowsAbout etc...) }; }forEach _sayer nearEntities 50; best regards Lappihuan Edited October 23, 2013 by Lappihuan typo Share this post Link to post Share on other sites
iconoclastdx 5 Posted October 24, 2013 Thank you for the suggestion but there should be a better way. AI already respond appropriately to footsteps, canned radio chatter and even VOIP. So there should at least be a way of working with one of those procedures. Anyone else have any good ideas? I would really like to get this to work. Thanks! Share this post Link to post Share on other sites