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Is there any way to make AI attack players with hatched.


juandayz

Question

I set this, AI spawns but not attack the player. IF i change hatched by any other weapon for example makarov,, then AI attack as well.

Spoiler

 

      _this = createCenter east;
       _this setFriend [west, 0];
       _this setFriend [civilian, 0];
       _center_1 = _this;


       _crazytype = ["INS_Bardak","Ins_Soldier_2","TK_CIV_Worker02_EP1","TK_INS_Soldier_AAT_EP1","TK_GUE_Soldier_Sniper_EP1","TK_CIV_Woman02_EP1"] call BIS_fnc_selectRandom;
     

      _group_1 = createGroup _center_1;        
        
        _crazy = objNull;
            if (true) then{
               

                 _this = _group_1 createUnit [_crazytype, getPos player, [], 40, ""];
                _crazy = _this;
                removeAllWeapons _crazy;
                _crazy addWeapon "MeleeHatchet_DZE";
                _crazy addMagazine "8Rnd_9x18_MakarovSD";
                _crazy addMagazine "ItemBriefcase50oz";
                _crazy addMagazine "FoodSteakCooked";
                _crazy addMagazine "ItemBloodbag";
                _crazy addMagazine "ItemOilBarrel";

            };
            
             sleep 100;
             [format["<t size='0.75' color='#FFCC00'>>some text</t>"],0,0,2,2] spawn BIS_fnc_dynamicText;
            deleteVehicle _crazy;
            };

maybe needs setup ammo in hatched?   but  sintax dosnt work with setAmmo.  its there any other way to call setAmmo?

removeAllWeapons _crazy;
                _crazy addWeapon " MeleeHatchet_DZE ";
              _crazy setAmmo [primaryWeapon _crazy, 1000000];

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cant you do it with 

addMagazine

maybe

                _crazy addWeapon " MeleeHatchet_DZE ";
               _crazy addMagazine "Hatchet_Swing";

 

and see if that works, that way they have the "ammo" needed.

not sure honestly if they will attack with melee weapons but i think this would at least give them the right "ammo"

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