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.