D.murphy man 0 Posted November 11, 2002 hey all, i need help with this way point,i got a punch of civs walkin towards u with "this setunitpos "UP""on there ativation so thet stay up,and wen u fire shot off they strt runnin in the other direction bac to where they strted!so how can i stop them from doin this and jus make them wlk to wards u. btw way 1 more thing i need.Does any one kno how to make the civ follow the player wen they spot him and wlk right up to the player?thnx. Share this post Link to post Share on other sites
RED 0 Posted November 11, 2002 1. Set the civies behaviour as "safe" with: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">This setbehaviour "safe"<span id='postcolor'> 2. Have a trigger with the condition field as: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">(civie knowsabout player) > 0<span id='postcolor'> and its onactivation field: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">civiname dofollow player<span id='postcolor'> RED Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 11, 2002 civiname dofollow player Doesn't that only work if they're in the same group? If so: TRIGGER: civ1 distance player < 20 civ1 domove getpos(player) Just an idea... Share this post Link to post Share on other sites
RED 0 Posted November 11, 2002 That would only work if you had it in a loop in a script, as the civi would move to where the player is, you would have to keep looping that for it to work. RED Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 11, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ Nov. 11 2002,20:51)</td></tr><tr><td id="QUOTE">That would only work if you had it in a loop in a script, as the civi would move to where the player is, you would have to keep looping that for it to work. RED<span id='postcolor'> Just set the trigger to REPEATEDLY. Of course, if you do this, he'll follow you around like a little puppy dog LOL! Setting it to ONCE would work, but of course, he would only do it once. Share this post Link to post Share on other sites
RED 0 Posted November 11, 2002 Scripting it would work better as if the civi got more than 20 meters away from the player the loop would stop, (I guess you could say he got lost or something though) You could do it with a triggers condition with something like (True and playerfollow) RED Share this post Link to post Share on other sites
Harnu 0 Posted November 11, 2002 Isn't there a command like retreat=false so they don't run away. I remeber a mission made by Bullet Magnet [VS], we would be attacking the ai and none of them ran away. I think he saids something like the retreat=false but I could be mistaken. Share this post Link to post Share on other sites
RED 0 Posted November 11, 2002 That command is "this allowfleeing 0" RED Share this post Link to post Share on other sites
Sniper_Panther 0 Posted November 11, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (D.murphy man @ Nov. 11 2002,20:04)</td></tr><tr><td id="QUOTE">hey all, i need help with this way point,i got a punch of civs walkin towards u with "this setunitpos "UP""on there ativation so thet stay up,and wen u fire shot off they strt runnin in the other direction bac to where they strted!so how can i stop them from doin this and jus make them wlk to wards u. btw way 1 more thing i need.Does any one kno how to make the civ follow the player wen they spot him and wlk right up to the player?thnx.<span id='postcolor'> or just this setbehaviour "careless"; Share this post Link to post Share on other sites
D.murphy man 0 Posted November 12, 2002 srry bout the late reply but i tried careless and safe modes and thet still run away for sum reason its drivin me mad!!but i aint tried the scripts yet Share this post Link to post Share on other sites
D.murphy man 0 Posted November 12, 2002 right tried the scripts only one tha wrked tho was:-</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">civiname dofollow player Doesn't that only work if they're in the same group? If so: TRIGGER: civ1 distance player < 20 civ1 domove getpos(player) Just an idea...<span id='postcolor'>and even if i put it on repatly the civ only did it once sum unknowen reason Share this post Link to post Share on other sites
Chris Death 0 Posted November 12, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">and even if i put it on repatly the civ only did it once sum unknowen reason <span id='postcolor'> As long as the civie is closer than 20 meters to you, the trigger won't become activated again. Now if you move away more than 20 meters + come back closer than 20 m, it should work again. P.S: careless should work You have to type: this setbehaviour "careless" into each civie's init field. ~S~ CD Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 12, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DV Chris Death @ Nov. 12 2002,17:44)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">and even if i put it on repatly the civ only did it once sum unknowen reason <span id='postcolor'> As long as the civie is closer than 20 meters to you, the trigger won't become activated again. Now if you move away more than 20 meters + come back closer than 20 m, it should work again.<span id='postcolor'> EXACTLY! A trigger must DEACTIVATE, e.g. NOT meet the ACTIVATION parameters before it will activate again. This stuff is C R A Z Y I LOVE IT! Share this post Link to post Share on other sites
D.murphy man 0 Posted November 12, 2002 but i dnt want to keep goin bac towards him to get him to follow me agen.i need him to keep following me like chase me Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 12, 2002 Then set the trigger to activate at less than 2 meters - that way you get damaged, you try to run away (almost immediately deactivating/activating the trigger) and he keeps chasing you...? Would that help? Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 12, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BaronVonRed @ Nov. 12 2002,19:24)</td></tr><tr><td id="QUOTE">Then set the trigger to activate at less than 2 meters - that way you get damaged, you try to run away (almost immediately deactivating/activating the trigger) and he keeps chasing you...? Would that help? <span id='postcolor'> Oops, I guess that won't work, cause then the initial detection would be too short. You'd have to add a second trigger: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> TRIGGER1: CONDITION: player distance civ1 < 20 ACTIVATION: civ1 domove getpos(player) TRIGGER2: CONDITION: player distance < 2 ACTIVATION: (damage the player however you want) <span id='postcolor'> That SHOULD work a little better...? Share this post Link to post Share on other sites
D.murphy man 0 Posted November 12, 2002 thnx for the help but i dnt kno wha u mean who sed any thing bout the player gettin hurt ?? Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 12, 2002 1--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (D.murphy man @ Nov. 12 2002,201)</td></tr><tr><td id="QUOTE">thnx for the help but i dnt kno wha u mean who sed any thing bout the player gettin hurt ??<span id='postcolor'> OH NOOOOOOOOO - The Baron has thread confusion! Sorry, dude! Then replace the huritng thing in trigger#2 with the same domove thing from trigger number one and I bet it would work great! Share this post Link to post Share on other sites
D.murphy man 0 Posted November 12, 2002 its not working i did wha u sed and checked it like 5 all redy and it jus dosent work!he jus wlk up to were u where standing wen the trigger ativated and then jus stnds there lookin at u. maybe if i give u idea of what im doing.im trying to make a zombie mission were if a zombie(civ)comes up to u ull die,so thas y i want them to chase u so they jus dnt walk to a waypoint and give u a chance to get out of tha way. Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 12, 2002 Have you seen this thread? We have been discussing a similar issue, which is why I keep getting confused in here...check it out... Share this post Link to post Share on other sites
D.murphy man 0 Posted November 12, 2002 thnx thatll solve the zombie killing me proplem but it dident solve my civs chasing me proplem lol and it looks like i got compotistion :pSo any more suggestions to try get these basterd civ to chase me?any one?*echo* Share this post Link to post Share on other sites
D.murphy man 0 Posted November 12, 2002 any one at all? Share this post Link to post Share on other sites
RED 0 Posted November 12, 2002 Yes as I said before just make a script which will look the domove command. for example: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #loop civi1 domove (getpos player) ~1 goto "loop" <span id='postcolor'> RED Share this post Link to post Share on other sites
D.murphy man 0 Posted November 13, 2002 thnx put im pretty shite at scripting,from my understanding u hav to put it in a word doc and name it summin.exe or is it .sqs im not sure,then put it in the mission folder put then im pretty lost from there so can any one plz tell me where to go from there?? Share this post Link to post Share on other sites
KingN 251 Posted November 13, 2002 (edit): oh, nothing anymore. Share this post Link to post Share on other sites