Tyl3r99 41 Posted June 30, 2014 basically has anyone acomplished the task of interupting the MoveTo command in a FSM? our group cannot figure out why we cant interupt it. is there any other commands that we could look into? basically our AI is following the players path a bit too much its quite funny but annoying at the same time Share this post Link to post Share on other sites
zapat 55 Posted June 30, 2014 (edited) _unit moveTo (getPos _unit). doStop stops doMove Of course best is to include both to make sure every type of orders are handled. And a question: do you use it with execFSM, or doFSM? If the latter: doStop stops the FSM too. execFSM is not affected by either commands. Edited June 30, 2014 by zapat Share this post Link to post Share on other sites
Tyl3r99 41 Posted June 30, 2014 _unit moveTo (getPos _unit).doStop stops doMove Of course best is to include both to make sure every type of orders are handled. And a question: do you use it with execFSM, or doFSM? If the latter: doStop stops the FSM too. execFSM is not affected by either commands. we use execFSM Share this post Link to post Share on other sites
zapat 55 Posted July 1, 2014 Then why do you use moveTo? Isn't doMove good for you? It can easily be stopped by doStop. They are a versatile combo if you master them. MoveTo can only be overwritten by another moveTo. Share this post Link to post Share on other sites