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Modification Help / Re: The Bug and MAS Mods
« on: August 06, 2010, 04:26:27 PM »
I am now still trying to get that script still alive.
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Can't Badspot take off your Modify button?That is cruel.
and Freeze, please dont do what you did in the last thread. I am gonna ignore you btw.Oh god.
The gunship and the laser looks most promising to me. Hope to get those as soon as possible.Gunship and laser cannons are full of win...
Try making it just:Bots spawned from a vehicle spawn should have that field. :C
if(%obj.getClassName() $= "AIPlayer" && isObject(%obj.spawnBrick))
And if you haven't already, make sure AI players actually have a spawnBrick field.
Somehow, that post has really motivated me to--I am calling them to kill your little brother.
/gets laptop from little brother
Looks good, but he's right, a little too large.I have to agree.
Oh sorry, I was confused about what you wanted.I thought it was fine too, but i'll try that to check it. Thanks a lot.
I don't really see anything wrong with the script, maybe you could stick a few echos in their to see where the problem is happening.Code: [Select]If everything shows up in the console, then you problem have a problem with the setNodeColor schedule.function Zombie::onAdd(%this,%obj)
{
echo("Zombie::onAdd was called!");
parent::onAdd(%this,%obj);
ZombieDefault::onAdd(%this,%obj);
//%obj.mountimage(rocketlauncherimage,0);
if(%obj.getClassName() $= "AIPlayer" && isObject(%brick = %obj.spawnBrick))
{
echo("The zombie is an AI player!");
if(%obj.spawnbrick.ReColorVehicle == 1)
{
echo("The spawnbrick has reColorVehicle set.");
%obj.schedule(100,setnodeColor,"ALL",%obj.getDataBlock().skinColor);
}
}
}