Immobile AI?

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Darth_Z13
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Immobile AI?

Post by Darth_Z13 »

For the Cantina Club, I want to have a Bith band that stands on a stage but does not move. I tried setting this line in the LUA:

Code: Select all

    SetUnitCount(5, 3)
    AddAIGoal(5,"Deathmatch",0);
They would not spawn.

Phazon suggested barriers, to block them in. They didn't work. Phazon suggested cover nodes. They did not work.

Does anyone know how to make these guys stop moving? :)
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Post by Zaniac »

I did a search and here is a tutorial by Snork about creating animated props of units:
http://www.gametoast.com/index.php?name ... ts+objects
So the Bith wouldn't be units anymore, but just objects that stay in one place a move some. The only thing different you would have to do would put WhateverAnimationBithIsUsing_stand_idle_emote (I pretty sure it's called something like that.) in the animation section the prop will use. The only problem I see with this is that the props don't seem to be holding any weapons, and I know you want your bith to hold the horn or whatever they play. I don't know how you would achieve this but its a start.

The only other way I could think of is maybe have the Biths only objective be to destroy an object that either A: isn't on the map (could cause crash though) or B: is destroyed at the begining of the match via LUA scripting. (pretty sure there is a way to do that). So then the Biths only objective would be complete leaving them standing there. Well I not that experienced but those are my ideas, good luck with it.
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Post by Chamboozer »

Did you try access nodes? their only purpose is to make units stand in one place.
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Maveritchell
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Post by Maveritchell »

Uh... or you could just set the movement speeds in their .odfs to zero. Then not only would they just stand there, but they'd sort've dance in place. (By dance I mean turn around, not doing a walking/running anim.)
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Post by trainmaster611 »

Well Archer01 said for his OFM map that he set the speeds of the AI to 0 so that they can't move.
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