Duh102 wrote:
Squeegy Mackpy wrote:
I forget if you can change the AimDistance ingame through Lua, if you can that would be an easier solution.
 I had not thought of this, but dang, if it's that easy...
Darn, my script's no good.
Code:
function update(self)
   if self.updatetimer:IsPastSimMS(5000) then
      self.updatetimer:Reset();
      for actor in MovableMan.Actors do
         local controller = actor:GetController();
          if not controller:IsPlayerControlled(-1) then
             actor.AimDistance = 2000;
          end
      end
   end
end
What obvious thing did I miss? It simply fails to load. Attached to a brain, and the timer is started correctly.