general 0 Posted February 13, 2005 I've made a script to make some AIs shot at an invisible target. the problem is that they're shoting right up in the air <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_e1=_this select 0 _e2=_this select 1 _e3=_this select 2 _e4=_this select 3 _e5=_this select 4 _e6=_this select 5 _e7=_this select 6 _e8=_this select 7 _e9=_this select 8 _e10=_this select 9 _count=2200 #fire _e1 fire ["PK","PK"] _e2 fire ["PK","PK"] _e3 fire ["PK","PK"] _e4 fire ["PK","PK"] _e5 fire ["PK","PK"] _e6 fire ["PK","PK"] _e7 fire ["PK","PK"] _e8 fire ["PK","PK"] _e9 fire ["PK","PK"] _e10 fire ["PK","PK"] ~0.1 _count=_count-1 ?_count==0: goto "end" goto "fire" #end is there a way to make'em shot forward and not up in the air? Share this post Link to post Share on other sites
philcommando 0 Posted February 13, 2005 name the target give em the command:- whoever DoFire whatevertarget Share this post Link to post Share on other sites
general 0 Posted February 13, 2005 no that's not what I want. I don't want the unit to target something just fire forward. if I wanted the unit to fire at another unit I would have used that command. but it's not supposed to. Share this post Link to post Share on other sites
nephilim 0 Posted February 13, 2005 im not sure if u jsut can make it fire without a targe tby default but maybe make it fire at a game logic Share this post Link to post Share on other sites
Blanco 0 Posted February 14, 2005 No, Ai can't fire gamelogics, it needs a real target. With "fire" he will shoot up in the air, even combined with a dowatch command. I'm afraid the only solution is an invisible target. Share this post Link to post Share on other sites
general 0 Posted February 16, 2005 and how do I make an invissible target? Share this post Link to post Share on other sites
Blanco 0 Posted February 17, 2005 It's an addon, don't worry it's a tiny one Download it HERE Share this post Link to post Share on other sites