OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Clue on 27 Apr 2004, 18:51:22

Title: Ending a DoWatch command...
Post by: Clue on 27 Apr 2004, 18:51:22
Hi all,

 This is probably quite an easy question... but how do you end the DoWatch command? At the moment I have a cutscene with the player and an AI unit facing each other. They are not part of the same group. At the beginning of the cutscene script I have:

player dowatch troop1
troop1 dowatch player

 What can I put at the end of the script to cancel this? Thanks in advance to anyone that can help.
Title: Re:Ending a DoWatch command...
Post by: dmakatra on 27 Apr 2004, 18:55:55
Try

moron1 dowatch null
moron2 dowatch null
Armsty(no! not moron3, duh!) dowatch M*A*S*H Episode

:beat: *Gets Shot* :beat:
Title: Re:Ending a DoWatch command...
Post by: Clue on 27 Apr 2004, 18:58:53
A reply in under 5 minutes! Cheers Armstrong... will try it out.
Title: Re:Ending a DoWatch command...
Post by: dmakatra on 27 Apr 2004, 19:00:47
Yea. I'm fast as Zorro! Or was it Batman? Ah, nevermind.

If it doesn't work try looping a setpossed GL in front of the loon and then he'll look straight forward all the time.

:beat: *Gets Shot* :beat:
Title: Re:Ending a DoWatch command...
Post by: Jezuro on 27 Apr 2004, 19:09:41
You can also use

Sol1 DoWatch ObjNull

I've tested it and it works fine.
Title: Re:Ending a DoWatch command...
Post by: Clue on 28 Apr 2004, 09:41:40
Thanks for the help guys... all works fine now!