budgie 1 Posted October 14, 2003 Share Posted October 14, 2003 How do I get the player platoon AI back on after a chopper insertion? In the script I have tried: PlatoonAIon at the end of the insertion block PlatoonAIon after a time lapse of 40secs (which worked for non player platoons) PlatoonAIon within 1 meter of Insertion zone None of these worked. Quote Link to post Share on other sites
Viper_Talon 0 Posted October 14, 2003 Share Posted October 14, 2003 Jack will put a final on this when he arrives..........but im pretty sure you cant turn player platoon AI off...........i think you may have a problem in your plans. post only the script relavent to your problem Quote Link to post Share on other sites
EricJ 0 Posted October 14, 2003 Share Posted October 14, 2003 You can also time the length it takes from start to when they are dismounting from the helo. Normally I use TimeElapsed and never had a problem with that. Try it that way. Quote Link to post Share on other sites
viper-6 0 Posted October 14, 2003 Share Posted October 14, 2003 Eric is exactly right. What I did for my insertion was time the start of the takeoff to the landing, it took about 53 seconds. I then created a timer elapse trigger followed by a "platoon AI on" response after 54 seconds. This created a 1 second delay which allowed the player controlled actor to exit the aircraft first, then the computer controlled actors would follow. Also, you might want to think about making your actors "invincible" while they're in the air, especially if you're including baddies firing at you from the ground, (that's if you don't want your guys to die bufore they get a chance to disembark the chopper). Same rule applies, at 53 or 54 seconds when the chopper hits the ground, use the "vulnerability on platoon" response to get the fun started.. Quote Link to post Share on other sites
Jack57 0 Posted October 14, 2003 Share Posted October 14, 2003 You can (and should) turn the AI off for the player controlled platoon for chopper insertions - and yes, use invincibility also if there is any chance they will be engaged by active enemy while in the air. I usually turn it back on in the same block where I end the cinematic and return the camera to the default viewpoint. Any of those triggers you use Budgie should be OK - if it's not working for you there must be an error in your script. Post the relevant part here so we can take a look. Cheers, Jack Quote Link to post Share on other sites
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