Jump to content

missing kyle

Member
  • Content Count

    2
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About missing kyle

  • Rank
    Newbie
  1. Thanks for all the quick replies, got it working perfectly now.
  2. Hey all, I'm trying to create a mission where the independent faction is treated as captive until they pick up a weapon, and then treated as an enemy until they drop the weapon again. I'm pretty new to the scripting side of the mission editor entirely, but this is the basic line I'm working with (which currently makes the AI not shoot you on sight). But I'm putting the following into the player's init. if (player hasweapon null) then (player setcaptive true); That line actually works when I have the default in-editor setcaptive option off, the problems start when I try to tack anything else onto it. if (player hasweapon null) then (player setcaptive true) else (player setcaptive false); Main example: this line doesn't work, and the AI always shoots on sight, regardless of what the player spawns with. { sleep 5; while {alive player} do { if (player hasweapon null) then (player setcaptive true) else (player setcaptive false); }; }; Ideally, I'd want something like this to continuously check if the player is armed or not, but it has the same effect as the above.
×