jguru Posted July 10, 2007 Share Posted July 10, 2007 Summary: AIs don't shoot after they've been made visible, vulnerable Details: I've just started modding [GR] missions and I ran into a problem I can't seem to find any answers for - I'm guessing it's a simple mistake on my part. Hopefully someone can help point me in the right direction. I have a mod where there are a number of enemy platoons that onStartup are set to: 1) undetectable, invisible 2) assigned a plan that sets them to recon, hold, upright, bored 3) set a timer Later on a timer expired event those same platoons 1) are told to abort their plan 2) made visible and vulnerable 3) assigned a new plan that has a path and movement ROE They follow their path, but do not react to player actions; nor do they shoot. I've tried giving them explicit suppress combat orders, turning AI on, and a variety of other plan actions. I'm pulling my hair out trying to find a fix for this issue - any help would be greatly appreciated. Thanks, Andrew Quote Link to comment Share on other sites More sharing options...
jguru Posted July 10, 2007 Author Share Posted July 10, 2007 I found what appears to have been the problem - I had 2 startup scripts; when I removed one all these problems seemed to go away. Quote Link to comment Share on other sites More sharing options...
The_Slink Posted July 18, 2007 Share Posted July 18, 2007 As an aside, you should not need the first plan. At least if memory serves. I have not scripted for a while, but I do not think it was needed.... Quote Link to comment Share on other sites More sharing options...
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