i have a bird unit that i'm having problems with
its a simple unit with decent vision that flies about =)
but i want it to move about on its own wandering about everywhere using the AnimalAiUpdate which does what i want it to
buttt
because they are flying units
when they get to the edge of maps....
they keep going
=( and are lost forever!
anybody know any ways around this
alsoooo
this is probably a silly problem but i enemies wont attack the unit =( can't see what im doing wrong there either
;------------------------------------------------------------------------------ ; Dove Object Dove_white_in_game ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes RandomTexture = CUBird02.TGA 0 CUBird01.tga RandomTexture = CUOwl1.tga 0 CUBird01.tga RandomTexture = CUOwl2.tga 0 CUBird01.tga RandomTexture = CUOwl3.tga 0 CUBird01.tga DefaultModelConditionState Model = CUBird_flya End IdleAnimationState Animation = Idle AnimationName = CUBird_flya.CUBird_flya AnimationMode = ONCE End End AnimationState = MOVING Animation = Moving AnimationName = CUBird_flya.CUBird_flya AnimationMode = LOOP End Flags = RANDOMSTART End End Scale = 1.2 ; ***DESIGN parameters *** Side = Hogwarts IsTrainable = Yes EditorSorting = UNIT ThreatLevel = 1.0 ThingClass = HORDE_UNIT CommandPoints = 12;;10 BuildCost = 0 BuildTime = 0 TransportSlotCount = 1 ArmorSet Conditions = None Armor = NoArmor DamageFX = None End VisionRange = 500 ShroudClearingRange = 500 DisplayName = OBJECT:Prop ;CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters ***; VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound VoiceFear = NoSound VoiceGuard = NoSound ; SoundDie = NoSound ; SoundDieFire = NoSound SoundStealthOn = NoSound SoundStealthOff = NoSound UnitSpecificSounds VoiceGarrison = NoSound VoiceEnter = NoSound VoiceEnterHostile = NoSound VoiceGetHealed = NoSound End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS PATH_THROUGH_EACH_OTHER SCORE; PRELOAD IGNORED_IN_GUI INFANTRY PATH_THROUGH_EACH_OTHER NOT_AUTOACQUIRABLE NO_BASE_CAPTURE INERT;NO_COLLIDE Body = ActiveBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = 30;BALANCE Gwaihir Health ; MaxHealthDamaged = 500 ; RecoveryTime = 5000 HealingBuffFx = None DodgePercent = 20;; End Behavior = AnimalAIUpdate ModuleTagWanderAround FleeRange = 50 ; how close enemies have to be before we panic FleeDistance = 400 ; how far the animal will run once spooked WanderPercentage = 95;percentage of the time we should move MaxWanderDistance = 1000 ;maximum distance to move at once MaxWanderRadius = 4000 ; how far to wander on our own UpdateTimer = 1000 ; temp disable 10 ; how often do we want to check for enemies End LocomotorSet Locomotor = CrowLocomotor Condition = SET_NORMAL Speed = 97 End Behavior = PhysicsBehavior ModuleTag_04 End ; Behavior = GiantBirdAIUpdate ModuleTag_GiantBirdAI ; AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS ; ; MoodAttackCheckRate = 500 ; AILuaEventsList = GwaihirFunctions ; ; FollowThroughDistance = 160 ; FollowThroughCheckStep = 50 ; FollowThroughGradient = 1.0 ; ; GrabTossTimeTrigger = 3.0 ; GrabTossHeightTrigger = 80.0 ; TossFX = FX_DiebyFalling ; SpecialContactPoints = Swoop ; ; AttackPriority = AttackPriority_Eagle ; End Behavior = SquishCollide ModuleTag_06 ;nothing End Geometry = CYLINDER GeometryMajorRadius = 0.8 GeometryHeight = 0.8 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 10 ShadowSizeY = 10 ShadowTexture = ShadowI End
Much thanks for any help =)