Home   Help Search Login Register  

Author Topic: Disabling A.I. head moving.  (Read 758 times)

0 Members and 1 Guest are viewing this topic.

Serial Killer

  • Guest
Disabling A.I. head moving.
« on: 01 Aug 2005, 18:12:18 »
Can I somehow disable A.I.'s head moving? It doesn't look nice sometimes when he looks everybody near him. :-\ Especially in my mission's intro.

Offline 456820

  • Contributing Member
  • **
Re:Disabling A.I. head moving.
« Reply #1 on: 01 Aug 2005, 18:26:52 »
how about trying a dowatch and setdir command eg
unit dowatch game_logic
unit setdir 0

hope that helps

Serial Killer

  • Guest
Re:Disabling A.I. head moving.
« Reply #2 on: 01 Aug 2005, 18:37:39 »
Ok, it seems to be working - thanks. Just one question.. What exactly that setDir command does? :)

Offline 456820

  • Contributing Member
  • **
Re:Disabling A.I. head moving.
« Reply #3 on: 01 Aug 2005, 18:39:35 »
i think it sets the unit in the direction specified eg 0 would be 0 degrees so it would be straight forward
basically think of it as set direction of the unit looking thats what i do the only thing im not sure about is if the units watches that direction straight away or is it over some time

Offline bedges

  • Administrator
  • *****
    • OFPEC The Editing Center
Re:Disabling A.I. head moving.
« Reply #4 on: 01 Aug 2005, 18:59:17 »
even with a setdir and dowatch combo, units will always act normally, i.e. if there's another unit nearby, units will look at one another.

Offline 456820

  • Contributing Member
  • **
Re:Disabling A.I. head moving.
« Reply #5 on: 01 Aug 2005, 19:00:28 »
well im sue you can get around it because in one of the cutscenes on the CWC campaign near the begining it shows them all in line looking straight ahead

DBR_ONIX

  • Guest
Re:Disabling A.I. head moving.
« Reply #6 on: 01 Aug 2005, 21:53:22 »
this DisableAI move perhaps
Or use a civillian invisible target (Not very convient sometimes, but :-\) and dowatch to that, and I guess they'll not look around to much
Not sure, disableAI should stop them, and if it's an intro, you can delete and recreate them if their needed to move around, and you shouldn't notice if the camera isn't on them when this happens
- Ben

Dane

  • Guest
Re:Disabling A.I. head moving.
« Reply #7 on: 02 Aug 2005, 07:41:59 »
Quote
well im sue you can get around it because in one of the cutscenes on the CWC campaign near the begining it shows them all in line looking straight ahead

they used a playmove or switchmove in combination with unitname stop true.

Edit. Like this:
Quote
v1 switchmove "FXStandAtt"
v1 stop true
« Last Edit: 02 Aug 2005, 07:56:29 by Dane »

Offline nominesine

  • Former Staff
  • ****
  • I'm NOT back!
    • The IKB Forum
Re:Disabling A.I. head moving.
« Reply #8 on: 02 Aug 2005, 08:12:11 »
I use unitName disableAI "AUTOTARGET", in combination with unitName dowatch whatever. It works for me.
OFPEC | Intel Depot
RETARDED Ooops... Retired!

Offline Sui

  • Former Staff
  • ****
    • OFPEC
Re:Disabling A.I. head moving.
« Reply #9 on: 03 Aug 2005, 01:00:59 »
If it's a problem in a cutscene, I generally just get them to watch a point far away (So it looks like they're all looking in the same direction).

eg.

"_x dowatch [(getpos _x select 0) - 1000, getpos _x select1, 0]" foreach units group

Serial Killer

  • Guest
Re:Disabling A.I. head moving.
« Reply #10 on: 04 Aug 2005, 17:58:00 »
Thanks for all the answers! 8)