| Author | Message | 
        
			| NaXx 
					Joined: Mon Feb 02, 2009 9:18 pm
 Posts: 618
 Location: Ancient Hispania
   |   Quick questionI'd like to know if there's some way to completelly disable the crouch system when the actor its used by AI. 
 
 | 
		
			| Fri Mar 26, 2010 11:05 pm | 
					
					   | 
	
	
		|  | 
	
			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: Quick questionCode: function Update(self)
 if self:IsPlayerControlled() == false and self.AIMode == Actor.AIMODE_SENTRY then
 self:GetController():SetState(Controller.BODY_CROUCH,false);
 self:GetController():SetState(Controller.MOVE_RIGHT,false);
 self:GetController():SetState(Controller.MOVE_LEFT,false);
 end
 
 end
 as CC48 posted. this is your gold though: self:GetController():SetState(Controller.BODY_CROUCH,false);
 
 | 
		
			| Fri Mar 26, 2010 11:11 pm | 
					
					   | 
	
	
		|  | 
	
			| NaXx 
					Joined: Mon Feb 02, 2009 9:18 pm
 Posts: 618
 Location: Ancient Hispania
   |   Re: Quick questionthanks!   
 
 | 
		
			| Fri Mar 26, 2010 11:14 pm | 
					
					   | 
	
	
		|  | 
	
			| CCnewplayer 
					Joined: Wed Feb 24, 2010 11:00 pm
 Posts: 255
 Location: Unknow
   |   Re: Quick questioni tried with coalition: 
 i did one lua file and puted  this in coalition heavy and light:
 
 AddActor = AHuman
 PresetName = Soldier Heavy
 AddToGroup = Actors
 Description = A Coalition trooper upgraded with stronger armor.  A bit heavier and a bit less agile than the Light Soldier, but more than makes up for it with its strength.
 Mass = 50
 ScriptPath = Coalition.rte\Actors\Soldier\Soldier.lua <<<<<<<
 
 the file its in: Coalition.rte\Actors\Soldier (checked)
 
 and error
 
 
 | 
		
			| Sat Mar 27, 2010 12:31 am | 
					
					   | 
	
	
		|  | 
	
			| dragonxp 
					Joined: Wed Sep 09, 2009 3:16 am
 Posts: 3032
 Location: Somewhere in the universe
   |   Re: Quick questionCCnewplayer wrote: i tried with coalition: 
 i did one lua file and puted  this in coalition heavy and light:
 
 AddActor = AHuman
 PresetName = Soldier Heavy
 AddToGroup = Actors
 Description = A Coalition trooper upgraded with stronger armor.  A bit heavier and a bit less agile than the Light Soldier, but more than makes up for it with its strength.
 Mass = 50
 ScriptPath = Coalition.rte\Actors\Soldier\Soldier.lua <<<<<<<
 
 the file its in: Coalition.rte\Actors\Soldier (checked)
 
 and error
is the file extension a .lua file?
 
 | 
		
			| Sat Mar 27, 2010 12:32 am | 
					
					   | 
	
	
		|  | 
	
			| CCnewplayer 
					Joined: Wed Feb 24, 2010 11:00 pm
 Posts: 255
 Location: Unknow
   |   Re: Quick questiondragonxp wrote: CCnewplayer wrote: i tried with coalition: 
 i did one lua file and puted  this in coalition heavy and light:
 
 AddActor = AHuman
 PresetName = Soldier Heavy
 AddToGroup = Actors
 Description = A Coalition trooper upgraded with stronger armor.  A bit heavier and a bit less agile than the Light Soldier, but more than makes up for it with its strength.
 Mass = 50
 ScriptPath = Coalition.rte\Actors\Soldier\Soldier.lua <<<<<<<
 
 the file its in: Coalition.rte\Actors\Soldier (checked)
 
 and error
is the file extension a .lua file?appear obvious that not   
 
 | 
		
			| Sat Mar 27, 2010 12:52 am | 
					
					   | 
	
	
		|  | 
	
			| hax 
					Joined: Tue Aug 11, 2009 2:42 am
 Posts: 321
 Location: On an iceberg typing away...
   |   Re: Quick questiontry sticking your ScriptPath = Coalition.rte\Actors\Soldier\Soldier.lua before AddToGroup = Actors. 
 
 
    							Last edited by hax on Sun Mar 28, 2010 12:06 am, edited 1 time in total. 
 
 | 
		
			| Sat Mar 27, 2010 12:53 am | 
					
					   | 
	
	
		|  | 
	
			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: Quick questionIt does nothing. He could've placed it after the gibs and it wouldn't change anything. 
 
 | 
		
			| Sat Mar 27, 2010 1:17 am | 
					
					   | 
	
	
		|  | 
	
			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Quick questionCCnewplayer, post what the error is so we can figure out what's wrong.
 And as Lizard said, placement of variables makes literally no difference. CC's ini parser is not half that specific.
 
 
 | 
		
			| Sat Mar 27, 2010 1:59 am | 
					
					   | 
	
	
		|  | 
	
			| CCnewplayer 
					Joined: Wed Feb 24, 2010 11:00 pm
 Posts: 255
 Location: Unknow
   |   Re: Quick questionGrif wrote: CCnewplayer, post what the error is so we can figure out what's wrong.
 And as Lizard said, placement of variables makes literally no difference. CC's ini parser is not half that specific.
"cortex command encountered a problem and needs to close" and below: "You were in the middle of something the informations tions which you were working on might be lost shekels"
 
 | 
		
			| Sat Mar 27, 2010 11:57 am | 
					
					   | 
	
	
		|  | 
	
	
		|  |