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Oct 18, 2009 08:42 PM |
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Sep 5, 2011 04:53 AM |
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Sep 11, 2017 09:24 PM |
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Anderson, California |
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Game Design, Game Modification |
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19 |
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Halo, Sonic the Hedgehog, Mario. |
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Full-Time Glitcher
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Demoralized has contributed to 4 posts out of 465278 total posts
(0.00%) in 4,842 days (0.00 posts per day).
20 Most recent posts:
~Closed; Found a Rigger to help me; Thanks.~ Edited by Demoralized on Sep 7, 2011 at 11:02 PM
Evening,
I require a script that causes the map to switch to BSP 0 either when Player0 has died or respawned (VERY PREFERABLY Respawned, as it would be less glitchy IMO).
If anybody could whip this up for me, It'd be appreciated; I'de do it myself, but I have to get back to my studies for college.
Thanks in Advance,
~Cody~
Thanks - I'll try to figure out what to replace on my own, as I've only RECENTLY started learning how to use HEK.
Well, I'm currently working on a small mod for myself incase I have nothing to do - Anyhow, I've thrown some AI into Bloodgulch using Sapien, and I'm trying to make one of the specific encounters enter a Specific Warthog - Now, I know how to use Command lists to force an AI to get into a Vehicle, but in doing so, it will refuse to follow my 'go to' Path.
Anyhow, I realize when making a 'Vehicle_load_magic' script to make an AI enter a Vehicle, you have to name the Encounter, Squad, and Vehicle, which I've already done, but I think I've most likely got the script wrong - Heres some screenshots:
http://i2.photobucket.com/albums/y30/aaaaaaaa/scriptpic1.png
Now, The AI Follows this Path Properly, but I need to script him properly to appear in the Warthog next to him (The Hog is named to hog1, the AI Encounter named to "Drivers" and the Squad also named to hog1.)
http://i2.photobucket.com/albums/y30/aaaaaaaa/scriptpic2.png Edited by Demoralized on Oct 18, 2009 at 09:03 PM
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