Question How to make spawned AI seek cover?

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So I use a NPC spawner script I found on a youtube channel and I'm trying to get the AI I spawn to seek cover in the way that the pre-spawned AI do. Heres the code I tried

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no matter what I try, the AI do not seek cover. They run toward me and they hug me very annoyingly, sometimes blocking my way and getting me killed. Anyone have any pointers?
 
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spawners[number].script_playerseek = true;//ai runs to player make it false and it should be as if it was a normal npc
 

P!X

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Unfortunately it didn't work. They just stand still.
change
spawners[number].script_playerseek = true;
to
spawners[number].script_playerseek = undefined;

the rest always depends on the map/mission
 
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change
spawners[number].script_playerseek = true;
to
spawners[number].script_playerseek = undefined;

the rest always depends on the map/mission
The odd thing is that if I spawn enemy characters and simply set them to ally, they do things such as seek cover and act like normal AI, even if I have playerseek set to true. It just doesn't do this for ally characters.

I took your advice anyway and set playerseek to undefined. Alas it did not work. They don't hide behind cover
 

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The odd thing is that if I spawn enemy characters and simply set them to ally, they do things such as seek cover and act like normal AI, even if I have playerseek set to true. It just doesn't do this for ally characters.

I took your advice anyway and set playerseek to undefined. Alas it did not work. They don't hide behind cover
ohh changing bot team is something i havent tested that much
but im pretty sure changing their behaviour is not that simple

maybe you find something usefull in the gsc files for the "No Russian" mission :smile:
 
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ohh changing bot team is something i havent tested that much
but im pretty sure changing their behaviour is not that simple

maybe you find something usefull in the gsc files for the "No Russian" mission :smile:
Thanks for your help thus far anyway. I will continue messing around
 
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