johnnyboy 3741 Posted February 21, 2018 Via script, I'm forcing an AI to run at another unit (player or AI) for a melee attack. Currently I'm using PlayActionNow to move the dude forward, but I have also used playmove and switchmove. All these have the same problem sometimes: //_slasher switchmove "AmovPercMrunSrasWpstDf"; //_slasher playmove "AmovPercMrunSrasWpstDf"; _slasher playActionNow "FastF"; The Problem: Sometimes AI plays run animation, but is not moving forward. He is running in place. Is there a way to force forward movemet when a unit is playing running animation? Share this post Link to post Share on other sites
AZCoder 921 Posted February 21, 2018 I had trouble with this until I found a script by Phronk and I wrote something loosely based on that https://github.com/AZCoder/AZC-LIB/blob/master/civilians/fn_CivRun.sqf But in a nutshell, try forceWalk false and setSpeedMode "FULL". It could also be the specific animations. Check if "ApanPercMstpSnonWnonDnon_G01" works any better for you. Oh yeah, you might try https://community.bistudio.com/wiki/setVelocityModelSpace to push them. Just watch the force applied or you'll kill the bugger. 2 Share this post Link to post Share on other sites
johnnyboy 3741 Posted February 21, 2018 Thanks @AZCoder. The code below (executed within a loop) now has these crazy AI basturds relentlessly chasing their prey. They no longer get stuck running in place. if (speed _slasher < 10) then { _slasher setPos (getPos _slasher vectorAdd [0,.1,0]); _slasher setVelocityModelSpace [0, 8, .2]; }; _slasher playActionNow "FastF"; It appears they need just enough velocity boost to overcome friction or something... Edit: I also had to add a setPos to bump dude forward a smidge to prevent them getting stuck. 2 Share this post Link to post Share on other sites