SaltyNewt 11 Posted August 1, 2019 I've got two AI doing an ExecutionVictim_Loop animation, but the problem is that they're still moving. Somehow they're still able to rotate around a point, I've tried just about everything and it's not working Share this post Link to post Share on other sites
wogz187 1086 Posted August 1, 2019 this disableAI "All"; @SaltyNewt, Did you try that in the unit init field? Share this post Link to post Share on other sites
SaltyNewt 11 Posted August 1, 2019 10 hours ago, wogz187 said: this disableAI "All"; @SaltyNewt, Did you try that in the unit init field? doesn't work Share this post Link to post Share on other sites
joostsidy 685 Posted August 1, 2019 this setBehaviour 'CARELESS'; this doWatch (getPos watchTarget); and put a gameLogic called watchTarget close by. 'CARELESS' behaviour setting might not even be necessary. I've not tested this. Share this post Link to post Share on other sites
wogz187 1086 Posted August 1, 2019 @SaltyNewt, Post what you're using so we can load it and troubleshoot. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted August 1, 2019 4 hours ago, wogz187 said: Post what you're using so we can load it and troubleshoot. Yes this should be first of all ! Hello there SaltyNewt ! try to add both first : this disableai "MOVE"; + this disableAI "anim"; 2 Share this post Link to post Share on other sites
SaltyNewt 11 Posted August 2, 2019 4 hours ago, GEORGE FLOROS GR said: Yes this should be first of all ! Hello there SaltyNewt ! try to add both first : this disableai "MOVE"; + this disableAI "anim"; unfortunately, it didn't work but this is what I have in the units' init field "this switchMove "Acts_ExecutionVictim_Loop"; this setCaptive true;" 1 Share this post Link to post Share on other sites
wogz187 1086 Posted August 2, 2019 (edited) Okay. Victim init this switchMove "Acts_ExecutionVictim_Loop"; this disableAI "ALL"; this setCaptive true; Captor init this switchmove "Acts_Executioner_StandingLoop"; this disableAI "ALL"; this setCaptive true; I set this up with a badguy standing right next to us with no worries. Have fun! Edited August 2, 2019 by wogz187 If that doesn't work it's because you have something installed... 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted August 2, 2019 8 hours ago, SaltyNewt said: unfortunately, it didn't work but this is what I have in the units' init field "this switchMove "Acts_ExecutionVictim_Loop"; this setCaptive true;" did you also add the : 7 hours ago, wogz187 said: this setCaptive true; this is an addaction code by the way , that i'm using in my GF Missions : //________________ GF_Missions_addaction_Join_Disband_Hostage ________________ GF_Missions_addaction_Join_Disband_Hostage = { [_this, [ "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Hostage Join Group", { params ["_target", "_caller", "_actionId", "_arguments"]; private _target = _this select 0; private _caller = _this select 1; private _actionId = _this select 2; [_target] joinSilent _caller; _target setCaptive false; _target enableAI 'MOVE'; [_target, _actionid] remoteExec ["removeAction"]; [_target,[ "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Disband Hostage", { params ["_target", "_caller", "_actionId", "_arguments"]; private _target = _this select 0; private _caller = _this select 1; private _actionId = _this select 2; _Group = createGroup civilian; [_target] joinSilent _Group; _target setCaptive false; _target removeAction _actionId; _target spawn GF_Missions_addaction_Join_Disband_Hostage; }, [],1.5,true,true,"","true",8,false,"", "" ]] remoteExec ["addAction"]; },[], 1.5,true,true,"","true",8,false,"","" ]] remoteExec ["addAction"]; }; publicVariable "GF_Missions_addaction_Join_Disband_Hostage"; //________________ GF_Missions_addaction_Release_Tie_Hostage ________________ GF_Missions_addaction_Release_Tie_Hostage = { [_this, [ "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Release Hostage", { params ["_target", "_caller", "_actionId", "_arguments"]; private _target = _this select 0; private _caller = _this select 1; private _actionId = _this select 2; [[_target,'Acts_ExecutionVictim_Unbow'] remoteExec ['switchMove']]; _target enableAI 'anim'; [_target, _actionid] remoteExec ["removeAction"]; [_target,[ "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Tie Hostage", { params ["_target", "_caller", "_actionId", "_arguments"]; private _target = _this select 0; private _caller = _this select 1; private _actionId = _this select 2; [[_target,'Acts_ExecutionVictim_Loop'] remoteExec ['switchMove']]; _target disableAI 'anim'; _target removeAction _actionId; _target spawn GF_Missions_addaction_Release_Tie_Hostage; }, [],1.5,true,true,"","true",8,false,"", "" ]] remoteExec ["addAction"]; },[], 1.5,true,true,"","true",8,false,"","" ]] remoteExec ["addAction"]; }; publicVariable "GF_Missions_addaction_Release_Tie_Hostage"; 2 Share this post Link to post Share on other sites