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iconoclastdx

Help? Why is this doFire trigger a crap shoot??

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I have waypoint (for opSurrender03) with a trigger synced to it.

Trigger ON ACT:

opSurrender03 reveal [npcCiv02, 4];

opSurrender03 doTarget npcCiv02;

opSurrender03 doFire npcCiv02;

opSurrender03 will shoot npc02 about 40% of the time. Anyway to get this to 100%? They are right next to each other.

PS. I find that many of my scripts/triggers do not work 100% of the time. For example I routinely have to call enableGunLights "forceon" twice, sometimes three times (with a radio trigger or script) to get it to work semi-reliably. Is it like this for everyone?

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Thanks for the replies. I believe my problem was with behaviour. I cant get the AI to fire with anything less than COMBAT behaviour, especially not SAFE. The confusion came because I was overriding a random loadout script and AI spawning with no weapon or pistols cant really be put in SAFE.

>>Anyone know how to get a unit to fire without forcing full blown COMBAT behavior?? You'd think this had already been done time and time again. Sorry if I've totally missed the previous thread. I have looked.

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Hi,

Try changing the side of the civs to an enemy side (west, east, or resistance) depending on who you are. Units have trouble shooting at anyone on the civilian side so if you change them to someone your units hate then it should be all cool.

Something like:

_center = createCenter east; // or west, or independent
_group = createGroup east; // or west, or independent

[npcCiv02] joinSilent  _group;

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