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#1 Posted at 2014-01-18 23:39        
     
SOLVED - needed time to let an animation finish.

I'm trying to make a script that allows an AI engineer defuse mines automatically. AT mines are fine, but anti-personelle mines can be a problem. The unit just crawls around the mine, as if avoiding it, and goes into a wait state, and the script never ends.

I can use the action Deactivate instead of DeactivateMine so I can allow the mine to be defused from a distance - but it not a good solution.

When you point at the mine and select Defuse mine, the unit approaches the mine directly and displays no avoidance behaviour. How is this achieved?

This post was edited by Spudgunner (2014-01-19 03:12, ago)