This cog need to be changed so that the AI are triggered not by the entrance to a sector, but by the activation of a switch.
Thanks in advance, and credit will be given.
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Restless 2
Sanctum de la Mort
[This message has been edited by Dash_rendar (edited June 16, 2003).]
Code:
# Jedi Knight Cog Script # # 00_AIFrameMove.cog # # Like AIFramePatrol but just one way, triggered by entry into a sector # # [RD] # # (C) 1997 LucasArts Entertainment Co. All Rights Reserved # ======================================================================================== symbols message entered message arrived sector trigger thing mover float patrolspeed=1 // defaults to walk float numframes=1 // total frames, not including frame 0 int curframe=1 local int begun=0 local end # ======================================================================================== code entered: if (begun) return; begun = 1; AISetMoveSpeed(mover, patrolspeed); AISetLookFrame(mover, curframe); AISetMoveFrame(mover, curframe); return; # ........................................................................................ arrived: curframe = curframe + 1; if (curframe > numframes) return; AISetLookFrame(mover, curframe); AISetMoveFrame(mover, curframe); return; end
Thanks in advance, and credit will be given.
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Restless 2
Sanctum de la Mort
[This message has been edited by Dash_rendar (edited June 16, 2003).]