Ok, here's my problem. I use the script below (a combination of SHG's ally script and follow.fpi) to make it so that, when you approach a character, a HUD is shown, then, if you press enter, he joins you as an ally. The problem is, when he is functioning as an ally, as soon as he reaches the player, he immediately goes back to the waypoint he was at when you recruited him.
;Artificial Intelligence Script
;Header
desc = Follow Waypoints and can be recruited
;Triggers
:activated=0,state=0:hudreset,hudx=50,hudy=90,hudimage=gamecore\huds\game\recruit.tga,hudname=recruit,hudhide=1,hudmake=display
:activated=0,state=0:hudunshow=recruit,state=1
:activated=0,state=1,plrdistwithin=60:hudshow=recruit,state=2
:activated=0,state=2,plrdistfurther=70:hudunshow=recruit,state=1
:activated=0,state=2,scancodekeypressed=28:activate=1,hudunshow=recruit
:activated=0,waypointstate=0:animate=2,waypointstart
:activated=0,waypointstate=3:animate=2,waypointnext
:activated=0,waypointstate=4:animate=2,waypointrandom
:activated=0,waypointstate=5:animate=2,waypointreverse
:always:globalvar=41
:activated=1,state=0,varequal=1:activate=2,state=10
:activated=1,state=0:state=16
:vargreater=2,activated=2:state=20,activate=1
:activated=1,state=1,plrdistfurther=60,plrcanbeseen:lookatplr,rotatetoplr,resethead,settarget,animate=5,movetotarget
:activated=1,state=1,plrdistfurther=60,plrcannotbeseen:state=10
:activated=1,state=1,plrdistwithin=61:freeze,animate=1,state=2
:activated=1,state=2:timerstart,rotatehead=10,state=3
:activated=1,state=2,plrdistfurther=70:state=10
:activated=1,state=3,timergreater=2000:state=4
:activated=1,state=3,plrdistfurther=70:state=10
:activated=1,state=4:timerstart,state=5
:activated=1,state=4,plrdistfurther=70:state=10
:activated=1,state=5,timergreater=2000:rotatehead=-30,timerstart,state=6
:activated=1,state=5,plrdistfurther=70:state=10
:activated=1,state=6,timergreater=2000:rotatehead=30,state=4
:activated=1,state=6,plrdistfurther=70:state=10
:activated=1,state=10:lookatplr,rotatetoplr,resethead,state=11
:activated=1,state=11,plrcanbeseen:settarget,state=1
:activated=1,state=11,plrcannotbeseen:lookatplr,rotatetoplr,resethead,state=12
:activated=1,state=12,plrcanbeseen:settarget,state=1
:activated=1,state=12,plrcannotbeseen:movetotarget,state=13
:activated=1,state=13,reachtarget:animate=1,state=10
:activated=1,state=13:state=10
:activated=1,state=16:animate=31,state=17
:activated=1,state=17:setvar=0,state=18
:activated=1,state=18,plrcanbeseen:setvar=1,state=10
:activated=1,state=20:freeze,animate=1,lookatplr,state=21
:activated=1,state=21,plrcanbeseen:settarget,rotatetoplr,resethead,animate=5,movetotarget,state=23
:activated=1,state=21,plrcannotbeseen:state=20
:activated=1,state=23,reachtarget:state=24,freeze,animate=1,shootplr
:activated=1,state=24:activate=2,state=10
;End of Script
Any ideas?
Some people say that I'm crazy... And I agree.
USE PLY'S MOD!