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BIS_fnc_ambientAnim and BIS_fnc_ambientAnimCombat create persistent logic
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Description

Calling BIS_fnc_ambientAnimCombat adds a logic detected by nearEntities.

This logic should be erased.

Details

Legacy ID
2078513954
Severity
None
Resolution
Open
Reproducibility
Always
Category
Scripting
Steps To Reproduce

Place one AI unit + player in editor.
Preview;
esc for debug console;
write this loop test and exec it:
0 = [] spawn { while {true} do {_list = [];{_list pushback (typeof _x)} foreach ((position player) nearEntities 100); hintSilent format ["%1", _list]}};
You should obtain 2 types of units (player + AI).

Then place cursor on AI (cursortarget this AI);
esc for debug console;
write and exec: [cursortarget,"STAND","ASIS",{true},behaviour player] call BIS_fnc_ambientAnimCombat;

Now, the loop test shows the 2 types of units + "logic".

Is it possible to "clear" this "logic"? There are so much "entities" in game!

Event Timeline

PiepMGI edited Steps To Reproduce. (Show Details)Sep 23 2015, 7:09 AM
PiepMGI set Category to Scripting.
PiepMGI set Reproducibility to Always.
PiepMGI set Severity to None.
PiepMGI set Resolution to Open.
PiepMGI set Legacy ID to 2078513954.May 8 2016, 12:46 PM
PiepMGI added a subscriber: PiepMGI.

True for BIS_fnc_ambientAnim as well. changed title