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KeiwaM

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About KeiwaM

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  1. The reason I don't like this is because it doesn't function with my mission. ambientAnimCombat will exit the animation whenever the AI spots a threat - meaning even if that threat is 300 meters away in a dark night, where realistically he wouldn't be seen, the AI will leave their animation to look in their direction and shoot. I found the solution however. For anyone who needs it in the future, this is how; [this,"STAND1","ASIS"] call BIS_fnc_ambientAnim; this addEventHandler ["FiredNear", { (_this select 0) call BIS_fnc_ambientAnim__terminate; (_this select 0) removeEventHandler [_thisEvent, _thisEventHandler] }];
  2. I have just tested this on a regular placed AI with no init or scripts, and it switches between behaving normal and behaving like this. Not sure why
  3. So I've been working all morning on a short little thing that will make an AI play an animation and exit it when shot at/near. I've found a lot of help through old posts on here and I've ended up with this. [this,"STAND1","ASIS"] call BIS_fnc_ambientAnim; this addEventHandler ["FiredNear", { _this call BIS_fnc_ambientAnim__terminate; this removeEventHandler [_thisEvent, _thisEventHandler] }]; And while the script technically works, I'm having a weird AI issue afterwards. The AI sort of tracks me as I run around him, but he makes these weird upper-body flicks. If I stand still, he will shoot either to the left or right of me. The AI hits maybe 1 in 30 shots at me this way. It's really frustrating, makes the AI useless and I can't figure out if it's the script or not. Video of the AI's reaction. https://www.youtube.com/watch?v=vhbopQQsNsA Hoping for help!
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