#Yes I have that active. these are my
1 messages · Page 1 of 1 (latest)
So you can try this if you have dynamic despawn turned on in the Area. In the "OnActivation" of the area, add a wait and execute for 5 sec., and spawn object, enter the task name. Set the task to "on_trigger_activation". Make sure the dynamic despawn/trigger is bigger than the radius of the slotClear.
Thanks! I think i've done that but that causes the Task to not be visible in the map, so players can't find it lol. I'll take a look though! maybe I missed something
Ok, is dynamic despawn turned off?
Here is my setup for all my scenarios.....
I separate my tasks from my AI. As you can see, I only have LayerTask and slot in an area that is a container of tasks. I put a geographical area at the spot of the task with dynamic despawn turned on.
The task is spawned and stays active. Then when I cross the dynamic despawn area the AI spawn in. I do it this way so I can have the same AI for the task or if the player enters the AI Area as they drive around the map they will appear without a hit to the budget.
Yeah that's basically what I want because I'm setting lots of clear tasks. I'll take a look later. If you are able to do it then it's possible. Good to know!
Like I said right now my solution has been to set 99% of the AI on triggered spawn and I leave one single AI soldier in the area. Its fine but it kinda bothers me lol
But if I don't leave that single AI there then when players trigger the area and the enemies spawn the clear task is completed immediately by the enemy
hey man has it been your experience that on the task defend there's always one (or more) AI that stays where they spawned and don't follow the waypoint? but the repeated spawns do follow it
That is a bug that is fixed in 1.3. The 2nd group to spawn in doesn't move.
Quick question! On the defend task is it possible to stop the timer when the area is being contested like in normal conflict mode?