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 Unselectable actor 
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Joined: Wed May 20, 2009 3:10 pm
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Location: Århus, Denmark
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Post Unselectable actor
Is it somehow possible to make an unselectable actor owned by a specific team, like a door.

Why I need is because I have made an oversized bear trap that can reset it self after triggering similar to those from Limbo. Though this is extremely overpowered due to the AI just walking straight over it without making an attempt to destroy it.


Tue Sep 27, 2011 7:11 pm
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Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
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Location: Constant motion
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Post Re: Unselectable actor
You can make it so that the user is immediately switched to the next actor, as is often used for missions.


Tue Sep 27, 2011 8:08 pm
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Post Re: Unselectable actor
Roast Veg wrote:
You can make it so that the user is immediately switched to the next actor, as is often used for missions.


I have thought about that, but it would be way to annoying being switched around, also you wouldn't be able to tab "previous body" past the actor as it will force you back every time. And it isn't possible to detect if it was the "previous body" or the "next body" button that was used to select body :(

Anybody got any other ideas?


Tue Sep 27, 2011 8:34 pm
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Post Re: Unselectable actor
Have it set its team to your team only when enemies are close? Not a permanent solution but would cut down on unnecessary switching.


Tue Sep 27, 2011 8:37 pm
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Post Re: Unselectable actor
Then the players own actors will destroy his own traps, that wouldn't be good either, as I don't believe a natural "passive" team exists, only a natural "hostile" team :/


Tue Sep 27, 2011 8:43 pm
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Post Re: Unselectable actor
Aha! Have a scripted MO that creates an actor behind/underneath/inside it!


Tue Sep 27, 2011 8:49 pm
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Post Re: Unselectable actor
Have you tried spawning the actor using MovableMan:AddParticle(ActorPointer) instead of MovableMan:AddActor(ActorPointer)?


Wed Sep 28, 2011 7:29 am
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Post Re: Unselectable actor
Abdul Alhazred wrote:
Have you tried spawning the actor using MovableMan:AddParticle(ActorPointer) instead of MovableMan:AddActor(ActorPointer)?


Just tried it now, the AI doesn't seem to detect the actor at all :/


Wed Sep 28, 2011 8:14 pm
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