Posted by: BehemothProgrammer
« on: July 10, 2018, 10:06:08 PM »Quote from: Victorious_Games
Ok so I’m having trouble figuring out where exactly this script needs to be called on. I thought for sure the enemy defs would call a certain script like the weapons but they do not. So how do I get them to call on a custom script. And where is the default script for the enemies? I need to know what void statements are permitted.You need to set that up in the enemies defs like other defs that use a script component. Look at the defs in the game and copy and paste the text needed in the defs to add your script.
Quote from: Victorious_Games
Also is it possible to make a friendly turret?You'd have to write a script to do that.
Ok I've been trying to get something like this to work:you spawn from ActorFactory not from the actor.Code: [Select]self.Spawn(kActor_AI_Raptoid, self.Origin(), 0.0f, 0.0f, 0.0f, true, nRegionIdx);
But it never works. What am I doing wrong here?
Code: [Select]
ActorFactory.Spawn(kActor_AI_Raptoid, self.Origin(), 0.0f, 0.0f, 0.0f, true, nRegionIdx);
Is there an event number for fire damage? I can't find one for shock either.No such thing.
Also has anybody else noticed what I was asking about before? The exploding barrels using the same material as humans or creatures when hitting them with explosive projectiles?I don't know what you did exactly but there could be a few reasons. If you're causing "violent" type of damage that always forces a flesh impact. And most projectiles that impact flesh and creature surface types spawn blood particles. So make sure your barrels surfaces aren't those types.