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Author Topic: Getting Civys to Walk  (Read 782 times)

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Offline sharkyjoe

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  • Have you taken a BMP out at 500 meters??
Getting Civys to Walk
« on: 27 Apr 2005, 03:32:41 »
I have built a script using location points instead of Waypoints.
The script runs and unfornately so do the Civilians. How do I get them to walk instead. I have used the bill1 setspeedmode "Limited" in intial feild of Civy. No go still runs.
sample of my script:
_unit = _this select 0
#start
_unit domove [10764.661133,3139.253906,0]
~60
_unit domove [10785.845703,3078.884766,0]
~60
_unit domove [10718.146484,3129.544922,0]
~60
GOTO "start"
« Last Edit: 27 Apr 2005, 19:46:41 by sharkyjoe »
Remember the 7 Ps??--- Proper Previous Planning Prevents Pathetically Poor Performance

Offline Pilot

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Re:Getting Civys to Walk
« Reply #1 on: 27 Apr 2005, 03:47:31 »
Hey sharkyjoe,

I have done some expeimenting, and found out the following:

When using the domove command, the civy runs
When using the move command, the civy walks

Don't ask me why it is like this. ???

So, change your script to:

_unit = _this select 0
#start
_unit move [10764.661133,3139.253906,0]
~60
_unit move [10785.845703,3078.884766,0]
~60
_unit move [10718.146484,3129.544922,0]
~60
GOTO "start"

I hope that helps!
-Student Pilot
(The seven P's? lol)
« Last Edit: 27 Apr 2005, 03:47:52 by Student Pilot »

Offline sharkyjoe

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  • Have you taken a BMP out at 500 meters??
Re:Getting Civys to Walk
« Reply #2 on: 27 Apr 2005, 17:32:38 »
Yep that did the Trick!
Please don't Eject from Skyhawk until your in Iowa cause the bird just may come down on my house. Congrats on Solo.  ;D
Thanks for the Help.
Remember the 7 Ps??--- Proper Previous Planning Prevents Pathetically Poor Performance