Home   Help Search Login Register  

Author Topic: Strange behaviour => Do watch  (Read 601 times)

0 Members and 1 Guest are viewing this topic.

seanver

  • Guest
Strange behaviour => Do watch
« on: 01 Nov 2002, 23:16:46 »
When I use that command, the guys doesn't watch at the 'objective' well. Sometimes they rotate for example 180º, and then after rotating in a strange way, they look properly at the target. What can I do to make a good cutscene without those strange things??

Offline Tomb

  • Contributing Member
  • **
  • in2 Metal? Go 2 my sig
Re:Strange behaviour => Do watch
« Reply #1 on: 01 Nov 2002, 23:57:16 »
howsabout using this evergreen  :o 8) (attaching)


Azraell

  • Guest
Re:Strange behaviour => Do watch
« Reply #2 on: 02 Nov 2002, 09:13:43 »
ive had the same problem too. i notice it happens when theres a wp thats 2 close for the unit to move to and it happens when when a playmove has been activated, the playmove in....   unit1 dowatch unit2; unit1 playmove "effectstandtalk"   ....... unit1, most of the time, will not dowatch until the playmove is done, even "effectstand" seems to interfere. i solve by using combo of scripts and triggers, not linked in any way by variables, but both just timed right and working in tantum so no 180's or 360's happen and making sure distance between wp's are not to short...... the incomplete wp's seem to make them spin while dowatching... and the playmoves make them hesitate while trying to dowatch. hope this helps a little  :D