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
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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