Goro 21 Posted July 29, 2016 Hi. I'm expierencing a quite weird glitch. I want to script the Squad Leader movement by the command "Move". The Squad leader goes perfectly on his path, but when there are no more "Waypoints" given by Move, it automatically creates a new one and starts fleeing. Any solutions on that? Share this post Link to post Share on other sites
M1ke_SK 230 Posted July 29, 2016 Hi. I'm expierencing a quite weird glitch. I want to script the Squad Leader movement by the command "Move". The Squad leader goes perfectly on his path, but when there are no more "Waypoints" given by Move, it automatically creates a new one and starts fleeing. Any solutions on that? Use allowFleeing to prevent this _group allowFleeing 0; or use disableAI _unit disableAI "Move"; Share this post Link to post Share on other sites
Goro 21 Posted July 29, 2016 Use allowFleeing to prevent this _group allowFleeing 0; or use disableAI _unit disableAI "Move"; Thanks for the response, let me check and I'll report back in a moment. Nope, after reaching the destination point, the AI just seeks for cover. The behaviour is Careless. Can't use disableai Share this post Link to post Share on other sites
beno_83au 1369 Posted July 29, 2016 Don't use disableAI as it prevents them from moving at all, including turning. Use: _unit forceSpeed 0; This will force them to stay exactly where they are, while still allowing them to turn through 360° Share this post Link to post Share on other sites
Goro 21 Posted July 29, 2016 Don't use disableAI as it prevents them from moving at all, including turning. Use: _unit forceSpeed 0; This will force them to stay exactly where they are, while still allowing them to turn through 360° Thank you, I think it's what I've been looking for. Share this post Link to post Share on other sites