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How to get a tank crew to turn in?
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Topic: How to get a tank crew to turn in? (Read 739 times)
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Bad Maniac
Guest
How to get a tank crew to turn in?
«
on:
21 Apr 2003, 18:47:51 »
I have an AI controlled East tank called e_tank1, and I set it's behaviour to "safe" so they will follow the road, but I still want the crew to be inside the tank.
I tried:
e_tank1 action["TURNIN"];
(tried with and without ; )
but it doesn't work, please help me, URGENT!
«
Last Edit: 21 Apr 2003, 18:48:08 by Bad Maniac
»
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macguba
Former Staff
Re:How to get a tank crew to turn in?
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Reply #1 on:
21 Apr 2003, 18:54:59 »
try the switchmoves ... you'll probably have to do it on each crewmember, not the tank (i.e. tank1C, tank1G, tank1D)
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Bad Maniac
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Re:How to get a tank crew to turn in?
«
Reply #2 on:
22 Apr 2003, 01:19:31 »
Then just for reference, what good is the action "TURNIN"
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Last Edit: 22 Apr 2003, 01:20:11 by Bad Maniac
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titan
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Re:How to get a tank crew to turn in?
«
Reply #3 on:
22 Apr 2003, 01:22:07 »
your tanks called e_tank1, and the command u tried was
e_tank1 action["TURNIN"];
....umm, in this ur asking the tank to turn in! U need to ask the crew to turn in!!!
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Bad Maniac
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Re:How to get a tank crew to turn in?
«
Reply #4 on:
22 Apr 2003, 19:53:31 »
Right Titan, I was suspecting something like it, but I assumed that the Game would be clever enough (DOH!)
Could you give me a pointer here, is there an easy way to give each member of the tank crew this order in the init field of the tank?
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macguba
Former Staff
Re:How to get a tank crew to turn in?
«
Reply #5 on:
22 Apr 2003, 20:44:06 »
Syntax not guaranteed, and I haven't tried it, but you could probably put this in init.sqs
"_x action blah blah" forEach [tank1C, tank1D, tank1G, tank2C, tank2D, etc .... ]
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How to get a tank crew to turn in?
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