I'm currently learning the ropes of cog so I decided to make a simple AI character. He's supposed to follow me around and when I get damaged, run after the ph00l who shot me. The problem is that he pays no attention to me getting hurt. here's the code:
How the hecktic henry odule can I fix this?
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Those who stare in the eyes of death and laugh will be the first to go.
Code:
symbols
model newmodel=kyg7.3do local
model weaponMesh=cong.3do local
sound activsound=i09ky01z.wav local
template base=walkplayer local
template shot=+concbullet local
flex timactive=1 local
flex isdamaged=1 local
message activated
message pulse
message damaged
end
code
activated:
if (timactive == 2) {
DestroyThing(littletim);
SetPulse(0);
timactive = 1;
return;
}
if (timactive == 1) {
player = GetSourceRef();
littletim = FireProjectile(player, base, activsound, 18, '0.07 0.07 0.00', '0 0 0', 1.0, 0x20, 0, 0);
SetThingFlags(littletim, 0x300);
SetThingModel(littletim, newmodel);
jkSetWeaponMesh(littletim, weaponMesh);
SetPulse(.01);
SyncThingPos(littletim);
timactive = 2;
return;
}
pulse:
if (isdamaged == 1) {
playerface = VectorSub(GetThingPos(player), GetThingPos(littletim));
SetThingLook(littletim, playerface);
playerdir = VectorScale(VectorNorm(VectorSub(GetThingPos(player), GetThingPos(littletim))), 5);
ApplyForce(littletim, playerdir);
return;
}
if (isdamaged == 2) {
if (damageguy == -1){
isdamaged = 1;
return;
}
face = VectorSub(GetThingPos(damageguy), GetThingPos(littletim));
SetThingLook(littletim, face);
dir = VectorScale(VectorNorm(VectorSub(GetThingPos(damageguy), GetThingPos(littletim))), 5);
ApplyForce(littletim, dir);
return;
}
return;
damaged:
damageguy = GetSourceRef();
isdamaged = 2;
return;
endHow the hecktic henry odule can I fix this?
------------------
Those who stare in the eyes of death and laugh will be the first to go.
Those who stare in the eyes of death and laugh will be the first to go.