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LOL now that's hilarious and very cool, for the smaller animals anyway and funny as hell for the bigger ones.
I thought there were someones tamed dogs?What do you guys think would be a good way get these WildDogs to roam from town to town, maybe like AI waypoint logic?
looks guud .... but ... but ...
where is rabbit attachto wilddog?
and I just had an idea. EDIT: after 20 minutes I couldnt get it to work .. but I will and you WILL BE AMAZED!
But until then, this will have to do.
_Prey = nearestObjects [_WildDogs, ["Man"],1000];
_alivePrey = [];
{if (alive _x) then {_alivePrey set [(count _alivePrey),_x];};} forEach _Prey;
if (count _alivePrey != 0) then
{
//CHASE PREY
_alivePrey = [];
_Prey = nearestObjects [_WildDogs,["Man"], 1000];
{if (animationState _x == "amovppnemstpsraswrfldnon") then {alive = false}} forEach _Prey; //CHECK FOR PLAYDEAD
{if (alive _x) then {_alivePrey set [(count _alivePrey),_x];};} forEach _Prey;
if (count _alivePrey != 0) then
{
//CHASE PREY
_alivePrey = [];
_Prey = nearestObjects [_WildDogs,["Man"], 1000];
//check if player is NOT playing dead ..
{if ((animationState _x != "amovppnemstpsraswrfldnon") || (animationState _x != "AmovPpneMstpSrasWpstDnon")) then {
// add players who are NOT playing dead to the array to be chased.
_alivePrey set [(count _alivePrey),_x];
}
} forEach _Prey; //CHECK FOR PLAYDEAD
if (count _alivePrey != 0) then
{
//CHASE PREY
//LOCATE PREY
diag_log format ["WildDogs: WildDogs Are Locating Prey!"];
_alivePrey = [];
_Prey = nearestObjects [_WildDogs,["CAManBase"], 1000];
//check if player is NOT playing dead ..
{if ((animationState _x != "amovppnemstpsraswrfldnon") || (animationState _x != "amovppnemstpsraswpstdnon")) then {_alivePrey set [(count _alivePrey),_x];};} forEach _Prey;
if (count _alivePrey != 0) then
{
//CHASE PREY
yeah, setcaptive would work.
animation states are difficult. like,my video with the hooker on my crotch. i was trying to make the hooker ai sit like on a chair and then was going to attach her to my shoulders. then if we could set hookers to attack other hookers with their hands (like the zombies do) we could have 'chicken fights'.
but couldnt get animation to work on her.
and if your script,is,running on the server, the player objects is client side ... maybe server doesnt know the state?
what you want to do is set an eventhandler for animchanged and have that setvariable "playdead" on the unit. then check for that variable in your server code.
//LOCATE PREY
diag_log format ["WildDogs: WildDogs Are Locating Prey!"];
_alivePrey = [];
_PlayingDead = [];
//CHECK FOR PRONE PLAYERS AND ADD TO _PLAYINGDEAD ARRAY
{if ((animationState _x = "amovppnemstpsraswrfldnon") || (animationState _x = "amovppnemstpsraswpstdnon")) then {_PlayingDead set [(count _PlayingDead),_x];};} forEach _x;
_Prey = _WildDogs targetsQuery [_PlayingDead, sideUnknown ,"CAManBase", [], 0]; // OMIT PLAYERS THAT ARE PLAYINGDEAD DURING SEARCH FOR NEW PREY
{if (alive _Prey) then {_alivePrey set [(count _alivePrey),_Prey];};} forEach _Prey; // MAKES DOGS LEAVE DEADBODIES AFTER KILLING THEM AND SEARCH FOR NEW PREY
//CHASE PREY