csj 0 Posted February 8, 2005 How can I detect AI change in combat mode? The only thing in ComRef I found that looked like working was ? combatMode _vehicle = "Red" :_vehicle Animate etc but this puts up an ERR. Can somebody help me with this? Thanks Share this post Link to post Share on other sites
Footmunch 0 Posted February 8, 2005 I'm not sure this is the best way, but it does work: _behstr = behaviour _plane ?(_behstr == "COMBAT"): ... Share this post Link to post Share on other sites
csj 0 Posted February 8, 2005 thanks footmunch will give it ago Share this post Link to post Share on other sites
csj 0 Posted February 8, 2005 It worked but only when I gave AI the order not when they origionaly entered combat situation. Still its 100 % on what I had, thanks. just had to cover all bases , now it works fine. Share this post Link to post Share on other sites
csj 0 Posted February 9, 2005 Now so the animation only works for AI and not player. How do I exit sqs if player is the gunner? What I have tried exits when player is in vehicle anywhere. Share this post Link to post Share on other sites
Footmunch 0 Posted February 9, 2005 ?(gunner _vehicle == player) : exit Share this post Link to post Share on other sites
csj 0 Posted February 9, 2005 Â Thanks again, Footmunch. I assume that also works for cargo and driver. Share this post Link to post Share on other sites
Footmunch 0 Posted February 9, 2005 Well, 'driver _vehicle' works, but if you want to check for cargo only then: _cargo = (crew _vehicle) - (driver _vehicle) - (gunner _vehicle) -(commander _vehicle) ?(player in _cargo) : ... Obviously, you only take away the gunner/driver/commander if the vehicle has those positions defined in the config. Share this post Link to post Share on other sites