Quote:
Originally Posted by Baldo_the_Don
Originally Posted by Baldo_the_Don
I did isolate the correct .wac action to get the AIs to go into the drag/be dragged animations, but because of the way the .wac interacts with the animations, they do the animation for a second, stop, go back to the animation, stop, and so on.
Also, each AI does the animation on its own... You know what? I'll just send you the map I tested this on.
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Hi Baldo, that stuttering AI behaviour you described affects a few other things besides.
Though I haven't tested the map, from memory you can use a PLOOP wrapping a condition that's not checked every second by the WAC like alive or not dead, is team blue etc.
Then you add a variable, (area trigger, count or event etc) to turn it on and off.
Also from memory it can be a bit buggy when it comes to turning it off and returning to missions after death but for BHD it maybe OK.