I've been experimenting with using Raynor's Rbots Wizard to make new enemies. It has a problem with removing the entire hand instead of just the weapon when they get force pulled or die. To fix that I have tried to modify the actor cog. For some reason it now doesn't remove anything, doesn't create the powerups, nothing. Maybe I've just been staring at it too long and need a fresh pair of eyes to see the problem.
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Code:
symbols
message killed
message skill
message damaged
template powerup=+Dstrifle local
thing newThing local
thing victim local
model fists=bwing-1.3do local
int damage local
int bin local
int senderref=-1 local
int beenpulled=0 local
ai flee_ai=noweapon.ai local
vector currentpos local
end
# ========================================================================================
code
damaged:
damage = GetParam(0);
if(GetParam(1) == 16)
{
damage = (damage * 2.0);
}
ReturnEx(damage);
return;
# ........................................................................................
killed:
victim = GetSenderRef();
if (beenpulled == 0)
{
SetThingModel(victim, fists);
newThing = CreateThing(powerup, victim);
SetLifeleft(newThing, 200.0);
}
return;
# ........................................................................................
skill:
bin = GetParam(0);
if (bin == 24) // Force Pull
{
// he's a fighter, not a fleer... -srs
senderref = GetSenderRef();
// If he hasn't been pulled yet...
if (beenpulled == 0)
{
SetThingModel(victim, fists);
newThing = CreateThing(powerup, GetSenderRef());
SetLifeleft(newThing, 30.0);
AISetClass (senderref, flee_ai);
AISetMode(senderref, 0x4);
pulled=1
ReturnEx(newThing);
}
else
{
// Give the actor a shove towards the player.
currentpos = VectorSub(GetThingPos(GetLocalPlayerThing(), senderref));
currentpos = VectorScale(VectorNorm(currentPos), 250);
ApplyForce(senderref, currentpos);
ReturnEx(-1);
}
//AIFlee(senderref, GetLocalPlayerThing());
Return;
}
else
if (bin == 31) // Force Grip
{
ReturnEx(10); // return base damage that is taken by this actor.
return;
}
else
if (bin == 34) // Deadly Sight
{
ReturnEx(5); // return base damage that is taken by this actor.
return;
}
ReturnEx(-1);
return;
end------------------
Have Lightsaber Will Travel JK Editing tips, troubleshooting information, resources and more.
www.swgalaxies.net For all your Star Wars Galaxies needs
The Massassi A SW Galaxies Player Association
Have Lightsaber Will Travel JK Editing tips, troubleshooting information, resources and more.
www.swgalaxies.net For all your Star Wars Galaxies needs
The Massassi A SW Galaxies Player Association
www.swgalaxies.net For all your Star Wars Galaxies needs
The Massassi A SW Galaxies Player Association
![http://forums.massassi.net/html/wink.gif [http://forums.massassi.net/html/wink.gif]](http://forums.massassi.net/html/wink.gif)
Like I said, it needed a fresh pair of eyes.![http://forums.massassi.net/html/smile.gif [http://forums.massassi.net/html/smile.gif]](http://forums.massassi.net/html/smile.gif)
Didn't work. I wonder if there's a conflict with the force power cog somehow. I'll look into it and see what I can find.