Winters 1 Posted December 16, 2004 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 Share this post Link to post Share on other sites
bn880 5 Posted December 16, 2004 Yep, make use of the init field in createUnit "this" is the unit, just like in mission editor Share this post Link to post Share on other sites
Rhodite 3 Posted December 16, 2004 This may well be a stoopid question BUT Have you tried BN880's AI on Demand system? (edit: meh posted same time as the man himself might still be worth a look if u havet already) Share this post Link to post Share on other sites
bn880 5 Posted December 16, 2004 Heh, yeah AI-ON demand would basically allow you to put some code in an "on spawn" script. check here if anything http://www.flashpoint1985.com/cgi-bin....77;st=0 Share this post Link to post Share on other sites
Winters 1 Posted December 16, 2004 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. Share this post Link to post Share on other sites
Winters 1 Posted December 18, 2004 W Â Â W AI On demand is soooo sweet. Thanks again Share this post Link to post Share on other sites