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Do the AI ever shut up!


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You could shoot him - that'd shut 'im up :mellow:

Alternatively, try turning off his AI. If it's really a big deal you could replace those wave files (em1_curse1.wav & em1_curse2.wav) with blank waves. Seems a bit extreme though - this is GR's way of telling you that the AI are suspicious and if you aren't careful you'll be detected.

Jack ;)

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yeah, well my thought was to use an AI character hidden in some wall to use to activate a Motion, or vibration mine. Something like

Proximity platoon to zone X:

Enable group Vibration mine

Trigger:timeElapse 1SEC

Continueif(platoon heard by platoon

response:BOOM w/no CHORT

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Take a look at Chavez' (Alpha Squad mapper) map's for mines that work really well, they even use decals to put a little blackish smuge on the ground so players can spot them and avoid, also has some really nice booby traps (get the SR2003 missions from the alphasquad site)

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That's quite a nice idea smokin+SD - the only problem is that the BeingHeardBy query will, in my experience, only return a TRUE is shooting (or grenades) are heard, not footsteps, etc. It would certainly be worth experimenting with turning the AI off though. I'll be intersted to hear how it works out.

What Java is talking about are simple proximity triggers.

Cheers, Jack :)

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Yup, ... Darn does not work with footsteps, Although it still might be useful. I placed AI in the Emaassy walls on eith side of an entrance. I wasnt heard when runing , But definetly was heard when shooting. Still might be fun to use it that way somehow. Next i guess ill experiment with having AI with thier backs to each other and AI off. Activate when PlayerPlatoon is in range of Vibration mine. Turn em on, ... and see if they see each other through walls. :D But ill save it fer another day.

Actor sees other acter:

response, ... Boom

one just might be able to sneak by em

I noticed allied AI don talk much, but they also dont tend to listen to you shoot either.

Edited by smokin+SD
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