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5p4rtan

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About 5p4rtan

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  1. 5p4rtan

    Vcom AI V2.0 - AI Overhaul

    I think previous posts are pointing towards a possible bug? I have tried it on a much simpler mission editing file (only 2 units) and with Alive Profile and it seemed to work (if not profiled).
  2. 5p4rtan

    Vcom AI V2.0 - AI Overhaul

    Hi Genesis92x. I was trying VCOM AI last night for the very first time and had units spawned by Alive and others manually placed in the mission editor (no waypoints, just guarding an area as far as I was concerned). When I previewed it, the Alive units did kick in nicely with VCOM AI but also did the guarding units. I tried 'this setVariable ["NOAI",1,false]; ' also 'this setVariable ["NOPATHING",1,false];' and even disableai "move" but each time the guarding units would leave their post to join the firefight. I checked with my guarding units profiled and not profiled to Alive and still got the same issue (apparently). I must be doing something wrong but can't seem to find the solution. Also I noticed when killing AI with the new downing system, I seem to have a game delay/lag of 1s approx. Have others seen this too? Please can you help me out? VCOM AI is making AI units so much more believable and dangerous. Really love your work.
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