Re: AI scripts! [message #334175 is a reply to message #334174] |
Sun, 08 June 2008 21:15 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
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General (4 Stars) |
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jonwil wrote on Sun, 08 June 2008 21:08 | Here is some information Greg Hjelstrom gave me many years ago on the M00_Action script.
_Move_Target_ID = The Target ID to move towards.
_Move_Following = Whether this unit should follow the Target ID or not.
_Move_Destination = The Vector3 location of the movement destination.
_Move_Waypath_ID = The ID of a waypath to follow.
_Move_Waypath_Start_ID = The starting point to use on the waypath.
_Move_Waypath_End_ID = The ending point to use on the waypath.
_Move_Waypath_Splined = Whether to use splined movement or not on waypaths.
_Move_Waypath_Looping = If the unit should circle on the waypath.
_Move_Patrol_Radius = A radius to use if patrolling an area.
_Move_Patrol_Loiter_Time = How long to wait at each point until patrolling again.
_Move_Arrive_Distance = The distance to close to with the destination.
_Move_Speed = The speed at which the unit moves.
_Move_Crouch = Whether to move crouched or not.
_Move_Backwards = Whether to move backwards or not.
_Move_Pathfind = Whether to use pathfinding data for movement or not.
_Attack_Target_ID = The attack target's ID.
_Attack_Location = The location of the attack (if no target).
_Attack_Range = The maximum effective range of the attack.
_Attack_Deviation = The deviation of the attack.
_Attack_Primary = Whether to use the primary weapon or not.
_Attack_Crouched = Whether to crouch when firing or not.
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thank you for that you just helped a lot of people
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