kutya 0 Posted July 26, 2006 Just a question: If I once make a disableAI on a unit can I revert back? I tried disableAI "move" and I can't find any enableAI or something in a command reference (and it also doesn't work in practice ). Share this post Link to post Share on other sites
raedor 8 Posted July 26, 2006 Not before ArmA. Check the biki. Share this post Link to post Share on other sites
Metal Heart 0 Posted July 26, 2006 You could replace the disabled AI with a new one that has the same amount of mags, damage etc. Not exactly the same thing but might be ok for some situations. Share this post Link to post Share on other sites
XCess 0 Posted July 26, 2006 aslong as you have a check to see if the guy's alive Share this post Link to post Share on other sites
kutya 0 Posted July 26, 2006 Thanks guys for you help I made a workaround. It works fine by now. Since I'm working on some prisoners script, solved it like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">prisoner stop true prisoner switchmove "FXStandSurDown" Accidentally found out that he can't move while I don't call a prisoner switchmove "" Probably a relatively good workaround could be done with some other switchmove, of course for only disableAI "move". Thanks again! Share this post Link to post Share on other sites