I'm trying to create a COG where, upon shooting an armed ped, it switches from ai1 (pedroam.ai) to ai2 (something like stdefault.ai). However, whenever I shoot the actor, all he does is die.
# Jedi Knight Cog Script
#
# 00_setactor.COG
#
# When roaming, the enemy is pedroam.ai. When shot, it turns into ai2.
#
#
# This Cog is Not supported by LucasArts Entertainment Co
symbols
message startup
message damaged
ai ai1=pedroam.ai
ai ai2
thing actor1
end
# ===================================================================
code
startup:
AiSetClass(actor1, ai1);
return;
damaged:
AiSetClass(actor1, ai2);
SetActorFlags(actor1, 0x8);
return;
# ........................................................................................
end
------------------
This blank space intentionally left.
[This message has been edited by Wolfy (edited November 11, 2001).]
# Jedi Knight Cog Script
#
# 00_setactor.COG
#
# When roaming, the enemy is pedroam.ai. When shot, it turns into ai2.
#
#
# This Cog is Not supported by LucasArts Entertainment Co
symbols
message startup
message damaged
ai ai1=pedroam.ai
ai ai2
thing actor1
end
# ===================================================================
code
startup:
AiSetClass(actor1, ai1);
return;
damaged:
AiSetClass(actor1, ai2);
SetActorFlags(actor1, 0x8);
return;
# ........................................................................................
end
------------------
This blank space intentionally left.
[This message has been edited by Wolfy (edited November 11, 2001).]
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken