Mungering obfa
Posted: Mon Nov 20, 2006 11:41 pm
ok... I have a bunch of enemy soldiers that use a move action: "object to point at" to constantly look at our soldiers. But we have reins that are invisible on the other side of the map and the enemy looks at them too
is there an easy way to fix this or... a... munger? ::world implodes::
What am I doing wrong? Is it even possible?
MOVE. Look at Shotgunner
initially_active, no_initial_delay
deactivates_never
5.00, 5.00
Monsters
10003 (00 A MONS 2 Sldr (nrml-TRCRS))
10000 (00 A MONS 2 Sldr (nrml-TRCRS))
10001 (00 A MONS 2 Sldr (nrml-TRCRS))
10002 (00 A MONS 2 Sldr (nrml-TRCRS))
Object to Point At
10032 (Soldier (E-Shotgun))
Delay 10 seconds [Action List]
initially_active
deactivates_on_trigger
10.00, 10.00
Actions to Activate
mung
MUNG. Look at soldier not shotgun deactivates_on_trigger
1.00, 1.00
Replace Parameters MOVE. Look at Shotgunner
(obfa, monster_identifier)
10211 (Soldier)
is there an easy way to fix this or... a... munger? ::world implodes::
What am I doing wrong? Is it even possible?
MOVE. Look at Shotgunner
initially_active, no_initial_delay
deactivates_never
5.00, 5.00
Monsters
10003 (00 A MONS 2 Sldr (nrml-TRCRS))
10000 (00 A MONS 2 Sldr (nrml-TRCRS))
10001 (00 A MONS 2 Sldr (nrml-TRCRS))
10002 (00 A MONS 2 Sldr (nrml-TRCRS))
Object to Point At
10032 (Soldier (E-Shotgun))
Delay 10 seconds [Action List]
initially_active
deactivates_on_trigger
10.00, 10.00
Actions to Activate
mung
MUNG. Look at soldier not shotgun deactivates_on_trigger
1.00, 1.00
Replace Parameters MOVE. Look at Shotgunner
(obfa, monster_identifier)
10211 (Soldier)