Nevermind... Further The Force
Posted: Fri Jun 29, 2007 8:25 am
T'would be nice if the Force commands had an extra option (boolean) to use the rotation of the pawn running the script, and not the rotation of the actor being affected.
I haven't had any luck finding a work-a-round.
//EDIT
Nevermind
Found this...
I haven't had any luck finding a work-a-round.
//EDIT
Nevermind

Found this...
Thanks, Jay. Now I just need to download it... I hate dial-up.new script commands:
PushActor(char* szEntityName, float amount);
sets the force on an entity(SEP,attribute,Pawn,DynamicEntity) relative to the position of the entity and the pawn so that it looks like you are pushing the actor. to pull an actor towards you use a negative amount. I for example will use this for a windslash spell that can throw enemys a bit away from you.