Kaldor_Draigo 10 Posted December 21, 2022 Hey guys, I’m developing a mission where I’m utilizing some scripts and mods and I can’t get everything to work correctly. -I’ve scripted the SUV for UnitCapture and everything works fine, except the engine turns off 30 seconds into the mission, is there a way to keep cycling EnginOn? I can’t use other methods for the SUV due to the scenario and dependent scripts. -After a short firefight, my independents are supposed to “break contact” and get into the vehicle to leave. I’m trying to avoid radio activation, but if that is the only method of utilizing a trigger to get AI to mount a vehicle under fire I can do that. I’ve used HLF_fnc_InfUnitcapture on all AI, and they go through the animation of getting in the vehicle but when the vehicle leaves they are lagging behind, glitched and bouncing back and forth on top of the SUV. -The last issue I’m facing is that with HLF_InfUnitCapture, weapon elevation is not recorded/played back, so my super elite team of ninjas shoot at the wall when there is an AI enemy standing on the roof of the building. Is there any way to make it so when the AI receives incoming fire they die, or a function where a delayed trigger instant kills them? (Think “if BLUFOR presence = true then instakill baddies” type solution if we can steer that way.) my overall mission is a PMC security detail being ambushed at a building right when they drive up, and they have to return fire and then get back into their SUV to leave. Simple mission, complex scripts lol. Any help or suggestions are appreciated! Share this post Link to post Share on other sites
h4wek 43 Posted February 29 The same question about engineon overwrite (in my situation it is problem on dedicated when object is set to engine on (ship simulation object - generator to power supply radar) anyway when I set engine on on client by useraction after few seconds dedicated serwer set it back to 0 - object haven't crew so WTF?? Share this post Link to post Share on other sites