meatball 25 Posted November 14, 2013 Wondering if anyone has any thoughts on this. I have a task in one of my missions that spawns a civilian that walks up to the players with a simple doMove. When he gets near them it fires a trigger. Only problem is if the players get jumpy and accidentally shoot the civvie, the civilian seems to lose all motivation (go figure) to walk to the doMove end point. I've set the civvie to allowdamage false and allowfleeing 0, but that doesn't seem to keep him on track. Any thoughts? Share this post Link to post Share on other sites
wok 1 Posted November 14, 2013 (edited) Not sure if this would work, but you could try using joinSilent to make the civ join the player group, then if he fires his gun the civ shouldn't run away. Also check setBehaviour and setWaypointBehaviour, maybe if you set it to "CARELESS" the civ wont be afraid. Edited November 14, 2013 by wok Share this post Link to post Share on other sites
2nd ranger 282 Posted November 14, 2013 Civilians have traditionally been fraidy-cats, even when using Careless behaviour. But I just tried the following code on a civilian, and he walked calmly past a firefight and didn't bat an eye when I shot at him: this disableai "target"; this disableai "autotarget"; this disableai "fsm"; If for some reason that doesn't work out, you could always just force a walking animation on him if it's a simple A to B. Share this post Link to post Share on other sites
Polygon 11 Posted November 14, 2013 Civilians have traditionally been fraidy-cats, even when using Careless behaviour. But I just tried the following code on a civilian, and he walked calmly past a firefight and didn't bat an eye when I shot at him: this disableai "target"; this disableai "autotarget"; this disableai "fsm"; If for some reason that doesn't work out, you could always just force a walking animation on him if it's a simple A to B. can you share the name of that walking anim (straight?)? might be useful. thanks. Share this post Link to post Share on other sites
meatball 25 Posted November 15, 2013 Civilians have traditionally been fraidy-cats, even when using Careless behaviour. But I just tried the following code on a civilian, and he walked calmly past a firefight and didn't bat an eye when I shot at him: this disableai "target"; this disableai "autotarget"; this disableai "fsm"; If for some reason that doesn't work out, you could always just force a walking animation on him if it's a simple A to B. Nope, that did the trick. Can unload a few mags into him and he just keeps on coming. Thanks! Share this post Link to post Share on other sites
jandrews 116 Posted November 15, 2013 this allowFleeing 0; may be? Share this post Link to post Share on other sites
meatball 25 Posted November 16, 2013 Nope, in my OP I mentioned I tried setting allowFleeing to 0 and it didn't do it. That with the code 2nd Ranger listed did seem to take care of it though. Share this post Link to post Share on other sites