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Author Topic: Ending a DoWatch command...  (Read 761 times)

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Offline Clue

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Ending a DoWatch command...
« 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.

Offline dmakatra

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Re:Ending a DoWatch command...
« Reply #1 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:

Offline Clue

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Re:Ending a DoWatch command...
« Reply #2 on: 27 Apr 2004, 18:58:53 »
A reply in under 5 minutes! Cheers Armstrong... will try it out.

Offline dmakatra

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Re:Ending a DoWatch command...
« Reply #3 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:

Offline Jezuro

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Re:Ending a DoWatch command...
« Reply #4 on: 27 Apr 2004, 19:09:41 »
You can also use

Sol1 DoWatch ObjNull

I've tested it and it works fine.
"We are Her salvation, and through Her command we shall live forever. I will not die. Not here. Not now. Never!!!"

Offline Clue

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Re:Ending a DoWatch command...
« Reply #5 on: 28 Apr 2004, 09:41:40 »
Thanks for the help guys... all works fine now!