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AI spawn
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Topic: AI spawn (Read 512 times)
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kokobang
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AI spawn
«
on:
25 Feb 2004, 07:43:06 »
first... sorry i`m not good english
ummm i`m look forum and find AIspawn
AIspawn is always creatunit USE....
but i`m not comperhension
plz i want easy explain
i use
Man = _this select 0
_SpawnPoint = _this select 1
#LOOP
?(not (alive _Man)): Goto "SPAWN"
~1
Goto "LOOP"
#SPAWN
_Man setdammage 0
_Man setpos getpos _SpawnPoint
Goto "LOOP"
#loop
////////Made by RIMA///
but this ai not have sprite T.T
not attack and not move and not underattack
reply plz
«
Last Edit: 25 Feb 2004, 07:45:01 by kokobang
»
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Artak
The old beanbag shaker
Former Staff
You want to talk about it, yes?
Re:AI spawn
«
Reply #1 on:
25 Feb 2004, 08:45:24 »
Try it like this:
_Man = _this select 0
_SpawnPoint = _this select 1
#loop
@!(alive _Man): Goto "SPAWN"
_Man setdammage 0
_Man setpos getpos _SpawnPoint
goto "loop"
The @ sentace works faster than a loop with 1 second delay and the AI unit has a less chance of becoming a vegetable.
The errors I noticed in your script:
You're first defining global variable Man but later using local variable _Man.
You have two #loop bookmarks, and as I uderstand it, OFP is not case sensitive in these things and therefore can't see the difference in the two bookmarks.
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Not all is lost.
Marvin
Members
One day they will come
Re:AI spawn
«
Reply #2 on:
25 Feb 2004, 09:21:19 »
There could be problems with it in single missions!
After dying, and after sedammage 0, the unit may be recognized as friendly, or unknow - you`r units will not shoot to him, byt this unit will shoot to all you`r targets!
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Is there any games than Flashpoint?
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AI spawn
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