OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: NightJay0044 on 20 Sep 2005, 14:07:36

Title: Soldier stay put
Post by: NightJay0044 on 20 Sep 2005, 14:07:36
Hi, I have this hold port mission on the northern beach of Malden by the little town. Where you have to defend that port. Okay I have many groups of Russians attacking the beach head.

My problem is that the Russians move forward in the beginining but then once most of there soldiers start dying they just stay back at their first waypoint and don't advance forward, it's kind of annoying because then as the player you have to go out and search and destroy them all.

So how can I use some simple inside mission editior scripting to make the enemy soldiers move up the beach in combat mode but yet stlll with out mercy. I've browsed through script to try and find advanced AI scripts but I didn't find anything. So if someone has  a link for me for a script that makes the AI move forward to there waypoint with out mercy or if you could reply here for advice or what to do. Thanks for your help...
Title: Re:Soldier stay put
Post by: dmakatra on 20 Sep 2005, 14:56:45
allowFleeing 0?

:beat: *Gets Shot* :beat:
Title: Re:Soldier stay put
Post by: NightJay0044 on 20 Sep 2005, 21:41:34
dmakatra~
Hey man, nope I've put that in all there init fields..they still go back to there 1st waypoint, and I've even seen a few of goto the "Safe" mode once they get there. Any ideas?
Title: Re:Soldier stay put
Post by: macguba on 20 Sep 2005, 22:33:50
It sounds like one of these stupid little silly mistakes that we all make all the time.  Check the waypoint sequence again, NightJay, and combine the hint, format and fleeing commands to find out if they are fleeing back to the first waypoint or going for some other reason.  If they are fleeing, then obviously you have applied the allowfleeing command incorrectly.