Th3dg3 Posted August 22, 2009 Share Posted August 22, 2009 Well, I downloaded a pretty good Bigfoot CLEO mod, which I liked for the most part excluding the fact that the creature stands still until you distract him with an attack... and me with my desire for perfection, well let's just say I wasn't satisfied. So basically I am attempting to mod the script so that he'd be found moving around from time to time, and when he sees me, he'd charge at me. Enclosed is the set_actor scripts I found... was wondering if changing the "actions uninterupted_by_weapon_fire" value to 0 would prove some change, and if not, which value would get him movin' around. 07BC: set_actor [email protected] decision_maker_to 32 // AS_pack_version 04D8: set_actor [email protected] drowns_in_water 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 07FE: set_actor [email protected] fighting_style_to 5 0 03FE: set_actor [email protected] money 0 0245: set_actor [email protected] walk_style_to "OLDMAN" Link to comment Share on other sites More sharing options...
james227uk Posted August 22, 2009 Share Posted August 22, 2009 Actions uninterupted means the actor wont stutter and move when shot. Anyway, only way I can think of at the moment is SCM paths. 05D6: clear_scmpath 05D7: add_point_to_scmpath 372.0 -120.1 1000.5 05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0 Link to comment Share on other sites More sharing options...
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