I made a custom Dark AI switch which works well except for 1 thing. The character moves to the switch but doesn't activate it. Here's the script:
;//Start
;//local var flags default, escort or responder behavior. 0=default, 1=escort (Ally), 911=responder
:always:localvar=1
:state=0:aiusefullaim=1,setvar=0
;//Dark AI Animations----------------------------------------------------------------------------------------------------
;Walking animations
:ducking=0,strafingleft=1:animationnormal,animate=3
:ducking=0,strafingright=1:animationnormal,animate=4
:ducking=0,movingforwards=1:animationnormal,animate=2
:ducking=0,runningforwards=1:animationnormal,animate=5
:ducking=0,movingbackwards=1:animationreverse,animate=2
:ducking=0,idle=1:animate=1
;Crouching Animations
:ducking=1,movingforwards=1:animate=32
:ducking=1,movingbackwards=1:animationreverse
:ducking=1,strafingleft=1:animate=32
:ducking=1,movingbackwards=1:animate=32
:ducking=1,idle=1:animate=31
;//Common behavior triggers---------------------------------------------------------------------------------
:plrcanbeseen:state=60
:state=1:airotatetotarget
:state=1,idle=1,aicanshoot=0,aiheardsound=2500:aistop,state=30,etimerstart
:state=1,idle=0,aicanshoot=0,aiheardsound=1000:aistop,state=30,etimerstart
:state=1,aitargetdistwithin=70:state=2
:state=1,hasweapon=1,ifweapon=0:state=10
;//Take cover when shot
:state=1,shotdamage=1:state=60
:state=30,shotdamage=1:state=60
;//Respond to any sounds
:state=30,aiheardsound=3000:airotatetosound
:state=30,aiheardsound=2000:aimovetosound
:state=30,etimergreater=5000,idle=1:state=1
;//Run to switch when plr can be seen
:state=60:settargetname=alertswitch1,aimovetotarget,activatetarget=1
;//Enemy team2 behavior------------------------------------------
;//Enemy idle- move about randomly
:state=1,aiteam=2,aiaction=0,aicanshoot=0,random=30:aimoverandom
:state=0:setaiactive=1,alwaysactive=1,reloadweapon,state=1
:nearactivatable=1:settarget,activatetarget=1
Any ideas?
Thanks.
Don't waste your life