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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Quick question
I'd like to know if there's some way to completelly disable the crouch system when the actor its used by AI.
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Fri Mar 26, 2010 11:05 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Quick question
Code: 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);
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Fri Mar 26, 2010 11:11 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: Quick question
thanks!
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Fri Mar 26, 2010 11:14 pm |
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CCnewplayer
Joined: Wed Feb 24, 2010 11:00 pm Posts: 255 Location: Unknow
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Re: Quick question
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
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Sat Mar 27, 2010 12:31 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Quick question
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?
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Sat Mar 27, 2010 12:32 am |
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CCnewplayer
Joined: Wed Feb 24, 2010 11:00 pm Posts: 255 Location: Unknow
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Re: Quick question
dragonxp 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
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Sat Mar 27, 2010 12:52 am |
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hax
Joined: Tue Aug 11, 2009 2:42 am Posts: 321 Location: On an iceberg typing away...
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Re: Quick question
try 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.
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Sat Mar 27, 2010 12:53 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Quick question
It does nothing. He could've placed it after the gibs and it wouldn't change anything.
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Sat Mar 27, 2010 1:17 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Quick question
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.
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Sat Mar 27, 2010 1:59 am |
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CCnewplayer
Joined: Wed Feb 24, 2010 11:00 pm Posts: 255 Location: Unknow
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Re: Quick question
Grif 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"
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Sat Mar 27, 2010 11:57 am |
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