johnnyboy 3741 Posted December 8, 2018 I have a situation where player takes some unarmed AI prisoner. There is a 30% chance per AI unit that they will run. I use the following to make them run: _victim forceSpeed -1; _victim setSpeedMode "FULL"; _victim allowFleeing 1; _victim moveTo ([_victim, 150, (random 360)] call BIS_fnc_relPos); My problem is that very frequently, AI runs a few meters, and then is stuck in place but playing the running animation (not moving forward). They are not blocked by any objects. This is a terrible immersion breaker. Is there someway to prevent this from happening? Edit: Haha, turns out I posted a similar topic awhile back, and @AzCoder suggested adding forceWalk false before setSpeedMode "FULL"; It seems to happen less frequently after adding that, but still happens sometimes. Does anybody have an airtight solution? Share this post Link to post Share on other sites
pierremgi 4738 Posted December 10, 2018 I'd rather use allowFleeing 0 and addWaypoint. Share this post Link to post Share on other sites
whiztler 135 Posted December 11, 2018 try _victim allowSprint false; I use the following script to in SAD hunt player function: {_x allowSprint false; _x doMove _p;} forEach units _g; _g setSpeedMode "FULL"; 1 1 Share this post Link to post Share on other sites