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I can't find anything on the dedicated server that would inhibit them normally and was wondering if anyone else had encountered this or knows why this could be happening so if the problem is on my end I can get it fixed. Thank You.
17:10:10 bin/config.bin/CfgMovesDBOShark/States/Sharks_Attack01.InterpolateTo : Bad move shark_Die
@BohemiaInteractive: Thanks for modifying how waitUntil works which I've probably use in every one of my mods and addons. Ugh.
I am fat and lazy to put manual sharks every where LOL
It's good that the ocean is so large. It needs a lot of space to turn and even then I've set it so that it does not turn very sharply so that it looks more realistic (since the spine can not move). Also, it can't jump/breach, unfortunately. The swimming behavior doesn't allow for that kind of movement and there's no real physics based motion. It's either actively moving forward or it's at a complete stop. However, not one to discourage creativity, I'll see what I can do so that you can experiment.
if !(alive _sharky) exitWith
to:
if !(alive _sharky or (_sharky getVariable ["SHARKY_HuntingDisabled", false])) exitWith
By default, your sharks would hunt as normal. But if a mission maker sets that new variable to true, then hunting script would exit. This would then allow full scripting control of shark by the mission maker. I can then make him jump, swim through a fish wreck, attack a specific target, etc. What do you think?
Here's a link to my spear gun script. I can change this to attach spears to sharks when they are hit. I see we had the same ideas for sinking and bleeding fish btw.
https://steamcommunity.com/sharedfiles/filedetails/?id=1624183034
Thanks again for this great mod!
If that is too much trouble for you, then maybe you could add a simple variable for the shark to disable hunting. The hunting script would then simply exit if this variable is set. Mission designer could then run his own hunting or movement script to suit his needs (this would open up the shark for maximum usability). I can envision shark schools, sharks swimming a designated path (thru tunnel, or wreck), jumping, sharks attracted to blood, and more. (I have a fish school script ready to go!)
What if you completely disabled the fish behaviour converted it into a sub whit crew but autonomus like the the darter.
I know it sounds tricky an all but if that could work it would ofcourse disable the entire purpose you are trying to display, you will then have a full blown attack shark :P