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- User Since
- Mar 8 2015, 9:03 PM (510 w, 2 d)
May 10 2016
In fact, even your code returns false for me.
But then again it is not really different other than that it would check whether you are walking or not with a 0.1 s interval. Stays false whatever I do.
Are you sure you are testing on the latest dev build?
And of course I know the difference between walking, sprinting and jogging...
I can do the work-around with speed, thanks for the tip. But I found the isWalking condition to be a bit more elegant.
Edit:
Now that I think about it: using 'speed' is much better as it will prevent enemy units from engaging if they walk into you. But still, isWalking isnt working for me, and that is what this report is about.
Syntax is ok. Of course I didn't write it down like in the example.
I reported because it worked before. << (that is: 1.38 non-dev build)
So, the following part of my script did the job but now it doesn't:
if (!isWalking _p) then
{ hint format ["FIRING!!!"]; _p setCaptive false; _close doFire _p; };
// FYI
_p = player
_close = nearestenemy.
Again, this worked before. So something has changed.