ColonelSandersLite 0 Posted March 27, 2006 I'm working on a cutscene at the moment and I need the AI to look at something and only that something. I tried dowatch in combination with disableAI "autotarget" and doTarget. The AI still looks around like a fool. So, am I missing something, or is it actually impossible since they added head movement to the AIs? OFPEC is down, so unfourtunatly I can't just browse the vault for the answer... Suggestions? In any case, it's almost 0700 here, and I need some sleep. Share this post Link to post Share on other sites
NeMeSiS 11 Posted March 27, 2006 have you Tried Unitname reveal unitthatneedstobewatched Unitname dowatch unitthatneedstobewatched ? Â Share this post Link to post Share on other sites
j w 0 Posted March 27, 2006 Unitname dowatch unitthatneedstobewatched I would say that one. Or make a custom anim where the guys standing, maybe nods and so, but is keeping his head at the direction to the guy he's talking to. Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted March 28, 2006 Quote[/b] ]have you TriedUnitname reveal unitthatneedstobewatched Unitname dowatch unitthatneedstobewatched Sadly yes, first thing I tried. I've been around since before gold was released so I'm not a scripting noob. Even if I'm not an active member of the community. I do lurk from time to time however... Anyways, the following doesn't really work: ; begin script _unit = _this select 0 _unit2 = _this select 1 _unit disableAI "AUTOTARGET" _unit RemoveAllWeapons _unit setbehaviour "careless" _unit reveal _unit2 _unit doWatch _unit2 ; end script It KINDA works in that it looks at the unit as it's main focus, but still nods and such. I wonder if using a fake empty speech thing would work? Anyone know details about that? There's no talking involved on the part of the unit that needs to watch the other unit. It's a silent scene which is the only reason that head movement is really worth nit picking on. Also tried dotarget in there, but I believe there where complications with that. It was pretty late though, maybe I ought to try that again. Could have been another problem involved that was complicating it and has since been fixed. Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted March 28, 2006 Quote[/b] ]Or make a custom anim where the guys standing No go there, for this particular thing, I need no addons. Â Compatible with addons like ffur and ofp ecp is fine, but nothing custom included. Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted March 28, 2006 I found a solution, even if it isn't the greatest. I noticed that the character was looking up an down (mostly) and his head movements where pretty much within a range that would let him see the other guy. Kinda like looking at his shoes, belt, etc. So, on a hunch, I just made them look at something a few hundred meters away. There's still a little movement, but noticably less so. If the anims for head movement where smoother, you probably couldn't even tell that they where moving at all. Still, I'm open to a better solution if anyone can think of something. Share this post Link to post Share on other sites
j w 0 Posted March 29, 2006 Quote[/b] ]Or make a custom anim where the guys standing No go there, for this particular thing, I need no addons. Â Compatible with addons like ffur and ofp ecp is fine, but nothing custom included. You don't need any addons for that, the .rtm-file will be included in the mission directory and executed in init. Or, did I miss something? Share this post Link to post Share on other sites
NeMeSiS 11 Posted March 29, 2006 Quote[/b] ]Or make a custom anim where the guys standing No go there, for this particular thing, I need no addons. Â Compatible with addons like ffur and ofp ecp is fine, but nothing custom included. You don't need any addons for that, the .rtm-file will be included in the mission directory and executed in init. Or, did I miss something? Â An anim files needs a config IIRC. Share this post Link to post Share on other sites
nominesine 0 Posted March 29, 2006 I just made them look at something a few hundred meters away. There's still a little movement, but noticably less so. The quoted method is the only solution I know of, that works. I usually make them watch a spot 1000 meters in front of the loons Share this post Link to post Share on other sites