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Showing results for tags 'enableai'.
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Hi Guys, I Have Problem , I Want to Create A Trigger for AI ,when i go to a trigger int script is activated and when i Coming out of trigger , Int script is disable my int scriptAI is (((( this dofire target1; this allowdamage false; this addeventhandler ["fired", {(_this select 0) setvehicleammo 1}] )))) Please help :( tnx
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So I'm creating a mission where the players are supposed to meet up with a contact but in reality the contact has already been captured and they are walking into a trap. Once they get to a certain spot two cars blow up in front of them and AI ambush them. In order to keep the AI from firing on them too early I used disableAI "ALL" in their init fields which worked just fine. However I'm having an issue with enableAI, specifically that it's not enabling the AI. I have it in the same trigger that cancels one of their objectives so I know the trigger is firing and it's not a locality issue with any headless clients because they are blacklisted from HCs and it also doesn't work in local multiplayer. This is how I have it scripted in the trigger: s1 enableAI "ALL";