武装突袭3

武装突袭3

Auto Door Opener For AI
12 条留言
Hitman 7 月 29 日 上午 7:01 
Does it work with mod "HumanBots Only AI"?
Patapignouf 6 月 5 日 下午 2:59 
Really love your mod but there is a strange behaviour from IA where they continuously close door in CQB. I cannot even enter in a building... So strange.
Lemonwire 6 月 2 日 下午 8:24 
Love your auto door script! I hated AI's just walking through a closed door in CQB.

But I tried this for Global Mobilization buildings, which didn't work.
It seems many GM buildings use a different animation name pattern in their door logic.

Instead of checking an animation like "Door_1_rot", their UserActions often check the status of an animation like "door_1_sound_source" to see if a door is closed. I couldn't get GM doors to open with _building animate [_doorAnim, 1] so I used call BIS_fnc_Door which worked. So, for GM buildings when you're deciding to open door index _i, you might:
Check the phase of format["door_%1_sound_source", _i].
If it's closed, call [_building, _i, 1] call BIS_fnc_Door;.
STyx2909 5 月 14 日 上午 1:14 
Well done.

But Star Trek universe MOD when?
Whells 5 月 13 日 下午 12:43 
Can you add a way to adjust the distance the AI needs to be before the door opens? right now it feels as if the AI has telekynesis
_mickey_ 5 月 12 日 下午 1:57 
@Rastek no, it's better to add a collision for the AI ​​so that it can't pass through and teach the AI ​​to get out of getting stuck (if that happens)
Rastek 5 月 12 日 上午 11:58 
Aight, now we need an auto wall opener for AI that opens and closes whatever walls and barricades an AI will go through
Bax ⭐ 5 月 12 日 上午 11:31 
Terrible stupid AI problem, thanks for the solution!
Lelik 5 月 12 日 上午 9:09 
We didn't ask for it, but we needed it
Nucleus U_U 5 月 11 日 上午 3:48 
tank you for the gud mod! :D
Eruxxz 5 月 10 日 上午 11:01 
Amazing mod! thanks so much!
Komodo 5 月 9 日 上午 11:42 
always wanted something like this for the AI

ty