iconoclastdx 5 Posted January 14, 2014 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? Share this post Link to post Share on other sites
warlord554 2065 Posted January 14, 2014 Some variables come into play when using the reveal command. Check out the info on knowsAbout http://community.bistudio.com/wiki/knowsAbout Share this post Link to post Share on other sites
dna_uk 30 Posted January 14, 2014 Might also want to check out http://community.bistudio.com/wiki/setSkill_array Share this post Link to post Share on other sites
iconoclastdx 5 Posted January 15, 2014 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. Share this post Link to post Share on other sites
das attorney 858 Posted January 15, 2014 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; Share this post Link to post Share on other sites