kocrachon 2 Posted November 16, 2007 Seriously, I am trying to make a URAL transport filled with guns run through gunfire. However when it starts taking fire it stops, all of the guys get out, and crawl around and shoot. How do I make it so that the URAL will just run right through with out caring? Would this be a part of the allowfleeing or would this be something else? Share this post Link to post Share on other sites
dmarkwick 261 Posted November 16, 2007 I think this activity comes under the umbrella of FSM (Finite State Machine) logic, which I haven't seen any new examples of yet. Basically, as I see it, the FSM is the code that decides what code to run at any time, so the actions of a URAL driver under fire would have to be altered to act differently. Currently self-preservation kicks in that overrides all other actions (like driving) but obviously the balance in this case could do with tweaking, so that instead of stopping & getting out the driver should put is foot down instead. Anyway, I guess FSM is the thing you should be looking at. Share this post Link to post Share on other sites
NeMeSiS 11 Posted November 16, 2007 I think this falls under the unloadInCombat=false/true; setting in the vehicles config. http://community.bistudio.com/wiki....nCombat Share this post Link to post Share on other sites
Medusa 0 Posted November 17, 2007 You could give the Ural and the grunts 'careless' 'hold fire' waypoint right from the get go, and then load the grunts into back of Ural, and then get the Ural to move. That should work. Share this post Link to post Share on other sites