D'oh! I just forgot to use
GOSUB soldiers: after the
LEVELSTART.

New version uploaded.
It includes a Stage 6, where the soldiers on your boats will find their way through the breached wall. Need to create some gang zones to make the groups hate each other. Pyro's work for Jailbreak found that characters always shoot players before they shoot other AI characters. So I might need to disarm the soldiers if a non-leading player is on screen.
Anyway, here's what I had for
soldier1 and worked:
Code: Select all
CHAR_DATA soldier1 = (131.3,124.3,1.0) 10 270 STAND_STILL_BLOKE
...
LEVELSTART
...
SET_CHAR_THREAT_SEARCH (soldier1, LINE_OF_SIGHT)
SET_CHAR_THREAT_REACTION (soldier1, NO_REACTION)
SET_CHAR_OBJECTIVE (soldier1, WAIT_ON_FOOT)
Turns out all I needed was this:
Code: Select all
CHAR_DATA soldier1 = (131.3,124.3,1.0) 10 270 STAND_STILL_BLOKE
...
LEVELSTART
...
SET_CHAR_THREAT_REACTION (soldier1, NO_REACTION)
Just as you'd expect.
The
bil.mis scripts use a bunch of commands to do things in advance. This is from
bil_ke1.mis:
Code: Select all
k_e_1_locksmith = CREATE_CHAR ( 210.0 , 81.5 , 6.0 ) 9 180 stand_still_bloke END
...
SET_CHAR_THREAT_SEARCH ( k_e_1_locksmith , line_of_sight )
SET_CHAR_THREAT_REACTION ( k_e_1_locksmith , no_reaction )
GIVE_WEAPON ( k_e_1_locksmith , molotov )
ADD_GROUP_TO_CHARACTER ( k_e_1_locksmith , 0 )
Seems weird but they switch this later using
MAKE_NEW_LEADER_OF_GANG so the character follows the player. The weapon is given long before the character uses it, too.