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Winters

AI Spawn and "Killed" eventhandler

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Hey all,

During beta testing of a new mission i am working on the issue of lag has reared it's ugly head.

This happens when the AI starts to spawn on the map, all of the initial units placed on the map have the killed event handler that activates a remove bodies script but since the units that spawn are not placed on the map initially i was wondering if there was a way to make the eventhandler work for all units via a script or a trigger?

The handler at the moment is placed in the individual units init field.

Thanks for the help xmas_o.gif

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Yep, make use of the init field in createUnit "this" is the unit, just like in mission editor biggrin_o.gif

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This may well be a stoopid question

BUT

Have you tried BN880's AI on Demand system?

xmas_o.gif

(edit: meh posted same time as the man himself might still be worth a look if u havet already)

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Thanks, i will give it a check, im just using an AI Spawn script that came with a zombie mission that i changed to NVA units instead of zombies.

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W  wow_o.gif  W AI On demand is soooo sweet. Thanks again xmas_o.gif

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