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| Armed Assault - Tactics, Missions and Mod Discussions Discussion about Armed Assault tactics, maps, missions and mods. |
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#1 (permalink) |
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Join Date: Jul 2005
Location: Halifax, Canada
Age: 26
Posts: 1,232
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Guarding captives?
Has anybody had any success getting the AI to guard enemy captives without freaking out? I've got a little script for the captives to make them behave correctly, but the guards always freak out and go into combat mode.
It's kind of funny to watch them announce with surprise 'Enemy pilot, 50 meters!' and then go prone next to the people they're supposed to be guarding. Funny, but not quite the effect I'm aiming for. |
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#2 (permalink) | |
![]() Join Date: May 2003
Location: Carolina
Posts: 499
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Re: Guarding captives?
Hey jep,
Try this link: BI Forums Post: POW Mission? Where I found this: Quote:
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#4 (permalink) |
![]() Join Date: Jul 2005
Location: Dallas, TX
Age: 30
Posts: 2,246
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Re: Guarding captives?
I've found on my POW mission that putting
this setCaptive true; into the init field of the unit works like a charm. The AI guards just ignore the captives. I am also working on a "join" script for the POWs if the player gets within 25 meters if you need to see that let me know.
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#5 (permalink) |
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Join Date: Jul 2005
Location: Halifax, Canada
Age: 26
Posts: 1,232
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Re: Guarding captives?
Turning captive mode on is part of my script. I also take away their weapons and have them sit down. But my guards don't seem to ignore them? The problem I'm having isn't the guards shooting the captives, they just immediately start spotting the captives and go into combat mode (they're initially set to SAFE).
It sounds like I'm the only one having this issue so it's probably something subtle. Also, captive mode is really useful for general mission debugging purposes. I've been using it really heavily while developing my air defense scripts. ![]() |
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