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Author Topic: ALLOWFLEEING QUEST  (Read 1016 times)

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TAPNKEGS

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ALLOWFLEEING QUEST
« on: 24 Sep 2002, 00:50:11 »
 I read an interesting post about using a "allowfleeing 0 " command to stop a zodiac boat from wandering away from getting spooked when it neared shore.

   i have a situation where i have 12 helos all flying cover patterns around this town...through some extensive alt and behavior switching I am able to run the missions numerous times without a single casualty, but the fleeing behavior of the helos still causes them to carry out their orders in a somewhat random way.   Could using the allowfleeing command work to cause the helos to "stick" to their "assigned" routes and behaviors and not wander all over the place?

Offline icarus_uk

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Re:ALLOWFLEEING QUEST
« Reply #1 on: 24 Sep 2002, 01:13:13 »
Possibly, why dont you try it?

Choppers are a bit kack at following exact WPs so they may wander around a bit.  Give them the AllowFleeing command and see what happens.

Offline Sefe

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Re:ALLOWFLEEING QUEST
« Reply #2 on: 24 Sep 2002, 20:42:01 »
Maybe your choppers don't flee but try to attack enemies when they encounter an enemy. If you don't want them to do that, set their behaviour to "CARELESS" (either at a WP or eith the SetBehaviour command).
« Last Edit: 24 Sep 2002, 20:43:02 by Sefe »

Offline Tomb

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Re:ALLOWFLEEING QUEST
« Reply #3 on: 25 Sep 2002, 19:35:16 »
True, and ya can always make 'em attack anyway even though they're in
CARELESS mode; just use a trigger :

i.e. yer near a certain building, or ya cross a certain area (trigger),
and this makes the trigger fire & it contains spells like :

Chop1 DoFire PlayerName ( or the trigg. activates a destroy WP )

then she will attack ya even if she's in "careless"  ;)