juandayz Posted July 11, 2016 Report Share Posted July 11, 2016 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]; Link to comment Share on other sites More sharing options...
0 SideShowFreak Posted July 12, 2016 Report Share Posted July 12, 2016 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" juandayz 1 Link to comment Share on other sites More sharing options...
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juandayz
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.
_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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