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kutya

reversing disableAI

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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 huh.gif ).

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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.

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aslong as you have a check to see if the guy's alive tounge2.gif

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Thanks guys for you help smile_o.gif

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!

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