BadGuy1 Script
Posted: Wed Jun 29, 2011 4:12 am
I made this post because people (including me ) have been having trouble with it lately so here you go!
This script works with the model that can be found right here and it's called badguy1.act.
The script you want to use is:
next add this to the end of your pawn.ini file:
now you can use badguy1 in RFEditPro! Ask me if you have any questions. Special Thanks to megatop, I couldn't get this script to work until he gave me the working version of it
This script works with the model that can be found right here and it's called badguy1.act.
The script you want to use is:
Code: Select all
{
Spawn[()
{
Console(false);
AttributeOrder("enemy_health",150,"Die");
FindTargetOrder(200,"Alert","health");
SetFOV(360);
HostilePlayer(true);
HostileSame(false);
HostileDifferent(false);
SetGroup("Enemy");
}]
Die[()
{
AnimateStop("die",0,"");
FadeOut(3,0);
Remove(true);
}]
Alert[()
{
PlayerDistOrder(-800,"LostTarget");
AnimateStop("idle",0,"");
NewOrder("Attack");
}]
Attack[()
{
RotateToPlayer("walk",160,false,"");
FireProjectile("pistol_shell","BIP01 R FOREARM",0,0,0,
"health","");
if(self.player_range>96)
{
MoveForward("walk",50,50,"");
}
else
{
Delay("hit",1,"");
}
RestartOrder();
}]
LostTarget[()
{
BlendToAnimation("idle",1,true,"");
FindTargetOrder(200,"Alert","health,");
}]
}
Code: Select all
[badguy1]
actorname = badguy1.act
actorrotation = 270 180 0
actorscale = 1.4
fillcolor = 255 255 255
ambientcolor = 255 255 255
subjecttogravity = true
boundingboxanimation = idle
shadowsize = 64