View Single Post
  #9  
Old 11-11-2017, 02:59 PM
Guest001 is offline Guest001
Registered User

Join Date: Aug 2008
Posts: 4,971

Quote:
Originally Posted by Baldo_the_Don View Post
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.
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.

Reply With Quote