Enemy with weapons?
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- Posts: 23
- Joined: Sat Aug 06, 2005 8:50 pm
- Location: United States of America
Enemy with weapons?
Can anyone tell me how to make a scripted enemy hold and use a weapon. If anyone can, then an actor and script would be a nice example.
"We revel in rebellious ways, rebellion that the media made. If you change your channel we'll smash your T.V."
Theres a command for the the weapon ( I belive it's HighLevel)
If you want the pawn to have the weapon at Spawn, just add this in in the Spawn() Order.
SetWeapon("Bat");
In the Pawn.ini you need to define it as weapon
[Bat]
actorname = Bat.act
actorrotation = -90 180 0 0
actorscale = 0.2
fillcolor = 0 0 0
ambientcolor = 0 0 0
type=weapon
Dont forget to have the same skeleton assigned to the .act weapon.
boundingboxanimation= defaultpose
subjecttogravity = true
If you want the pawn to have the weapon at Spawn, just add this in in the Spawn() Order.
SetWeapon("Bat");
In the Pawn.ini you need to define it as weapon
[Bat]
actorname = Bat.act
actorrotation = -90 180 0 0
actorscale = 0.2
fillcolor = 0 0 0
ambientcolor = 0 0 0
type=weapon
Dont forget to have the same skeleton assigned to the .act weapon.
boundingboxanimation= defaultpose
subjecttogravity = true
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- Posts: 23
- Joined: Sat Aug 06, 2005 8:50 pm
- Location: United States of America
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- Posts: 23
- Joined: Sat Aug 06, 2005 8:50 pm
- Location: United States of America
http://terrymorgan.net/download.htm
demo064.zip (2 MB)-Demoed: Flame entity damages player, buying and selling conversations, Static Entity Proxies, Generic Messages (pieces of paper that you can read), Looting gold from a Dead Pawn baddie.
Demo064b.zip (883K)- Demoed: Change Material on actors, Pawn Monsters, A 'lost my cat, find it please' script. Toxic Gas Area, Lights that light up when you walk by them, Electric Bolts notes. Uses the Demo.txl of Demo053.
mislmelee.zip (549K) -Demo of Shelley changing from missile to melee attack at close range. Change her 'projectile' entry in the Pawn entity from 'bullet' to 'pistolbullet' to match the standard Reality Factory. Also has a bat weapon, check the included weapon.ini for the bat entry and put it in the standard RF weapon.ini. Sounds go in /audio, script goes in /scripts, actors go in /actors
demo064.zip (2 MB)-Demoed: Flame entity damages player, buying and selling conversations, Static Entity Proxies, Generic Messages (pieces of paper that you can read), Looting gold from a Dead Pawn baddie.
Demo064b.zip (883K)- Demoed: Change Material on actors, Pawn Monsters, A 'lost my cat, find it please' script. Toxic Gas Area, Lights that light up when you walk by them, Electric Bolts notes. Uses the Demo.txl of Demo053.
mislmelee.zip (549K) -Demo of Shelley changing from missile to melee attack at close range. Change her 'projectile' entry in the Pawn entity from 'bullet' to 'pistolbullet' to match the standard Reality Factory. Also has a bat weapon, check the included weapon.ini for the bat entry and put it in the standard RF weapon.ini. Sounds go in /audio, script goes in /scripts, actors go in /actors
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- Posts: 23
- Joined: Sat Aug 06, 2005 8:50 pm
- Location: United States of America
I never could get the setweapon() thing to work, I always
stick a weapon on each baddie, see maxgena2.zip on
http://terrymorgan.net/download.htm for how to do it in Max.
stick a weapon on each baddie, see maxgena2.zip on
http://terrymorgan.net/download.htm for how to do it in Max.
- SithMaster
- Posts: 306
- Joined: Mon Jul 04, 2005 11:45 pm
Dont think your supposed to combine all the files. Go to the ai ini file and add the setweapon line. Then go to the weapon definitions which is separate file and add the definition.
Dont worry about high level right now.
Dont worry about high level right now.
The brightest light casts the darkest shadow.
Burn the heretic. Kill the mutant. Purge the unclean.
Burn the heretic. Kill the mutant. Purge the unclean.