All you were saying is already mentioned in there. It's even that clear, that i don't wanna copy/paste it here.
Yeah, I forgot the bit about DisableAI. Although I do feel it's safe to say, I'm probably not the only one to be left feeling a bit dizzy, after an OFP scripting session
Still can't get my head around the fact that they can provide a command to set a property, and not provide the reverse command to check the same property. But even if I state the obvious, the problem still remains the same
U could try getting his x and y vel. If both are zero then he aint goin nowhere.
? (velocity _unit select 0 == 0) and (velocity _unit select 1 == 0): unit_has_stopped = true
Good point, I will try Velocity, thanks.
I did try and check using speed, perhaps velocity is better suited, some commands appear to operate on different levels.
Due to the timing of what I'm trying to do. Checking if the AI has been given a move order while using Binoculars in a loop, and ensuring an option in the action menu is not displayed when moving, or when using binoculars, it kind of screwed up. One problem being, when you pull out the Binoculars while standing still, there is a brief increase in speed.
Hmm...I cant really explain it very well without typing out something similar to War and Peace, plus I suspect I have wasted to much of some peoples time already
I may have to do as you suggested and write some sort of routine, to monitor small changes in movement. It's pretty conveluted as it stands now, and I've been messing about with it to much, for to long. I probably need to start from scratch again.
It would have been a whole lot simpler, if UnitReady triggered when a unit was told to stop what it was doing.
Cheers