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Making soldiers behave right http://45.55.195.193/viewtopic.php?f=73&t=19549 |
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Author: | Awesomeness [ Thu Aug 19, 2010 7:26 pm ] |
Post subject: | Making soldiers behave right |
I'm making a campaign, and it has a small guard outpost in it. The problem is, some of them won't exactly stay in their posts...The one in the middle of the base falls over as he tries to get up, over and over, and slowly moves to the left. The one at the gun window slowly falls backwards and doesn't stay near the window. And although this doesn't bother me as much, I wish they wouldn't do the sentry sweep all in union like they're being controlled by some hive mind... How can I fix these? |
Author: | Grif [ Thu Aug 19, 2010 11:54 pm ] |
Post subject: | Re: Making soldiers behave right |
If you want it pretty: Forget it. If you want it to work: Pin the actors. They won't move (pinning affects the chest) but the legs will still go through their animation cycle and it'll be pretty ugly. |
Author: | Awesomeness [ Fri Aug 20, 2010 3:08 am ] |
Post subject: | Re: Making soldiers behave right |
But I got the ones on the roof to stand somehow... |
Author: | CaveCricket48 [ Fri Aug 20, 2010 4:39 am ] |
Post subject: | Re: Making soldiers behave right |
Ignore what Grif said. Code: for actor in MovableMan.Actors do if actor:IsPlayerControlled() == false and actor.AIMode == Actor.AIMODE_SENTRY then actor:GetController():SetState(Controller.BODY_CROUCH,false); actor:GetController():SetState(Controller.MOVE_LEFT,false); actor:GetController():SetState(Controller.MOVE_RIGHT,false); end end Stuff that somewhere in your mission update function. |
Author: | 411570N3 [ Fri Aug 20, 2010 8:16 am ] |
Post subject: | Re: Making soldiers behave right |
That will basically stop them from crouching or walking while in sentry mode. |
Author: | Awesomeness [ Fri Aug 20, 2010 3:09 pm ] |
Post subject: | Re: Making soldiers behave right |
CaveCricket48 wrote: Ignore what Grif said. Code: for actor in MovableMan.Actors do if actor:IsPlayerControlled() == false and actor.AIMode == Actor.AIMODE_SENTRY then actor:GetController():SetState(Controller.BODY_CROUCH,false); actor:GetController():SetState(Controller.MOVE_LEFT,false); actor:GetController():SetState(Controller.MOVE_RIGHT,false); end end Stuff that somewhere in your mission update function. Thank you! I would've done that, but I thought they were falling over, not moving. Thank you so much... You've saved the mission I'm making! |
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