What's the rest of the code? Did you shoot it? Do other zombies work?
Others work. This takes damage but doesn't turn to face you nor does it follow you.
datablock TSShapeConstructor(ParasiteDts)
{
baseShape = "./parasite.dts";
sequence0 = "./root.dsq root";
sequence1 = "./walk.dsq run";
sequence2 = "./walk.dsq walk";
sequence3 = "./walk.dsq back";
sequence4 = "./walk.dsq side";
sequence5 = "./walk.dsq crouch";
sequence6 = "./walk.dsq crouchRun";
sequence7 = "./walk.dsq crouchBack";
sequence8 = "./walk.dsq crouchSide";
sequence9 = "./root.dsq look";
sequence10 = "./root.dsq headside";
sequence11 = "./root.dsq headUp";
sequence12 = "./jump.dsq jump";
sequence13 = "./jump.dsq standjump";
sequence14 = "./Jump.dsq fall";
sequence15 = "./Land.dsq land";
sequence16 = "./Attack.dsq armAttack";
sequence17 = "./root.dsq armReadyLeft";
sequence18 = "./root.dsq armReadyRight";
sequence19 = "./root.dsq armReadyBoth";
sequence20 = "./root.dsq spearready";
sequence21 = "./root.dsq spearThrow";
sequence22 = "./root.dsq talk";
sequence23 = "./death.dsq death1";
sequence24 = "./root.dsq shiftUp";
sequence25 = "./root.dsq shiftDown";
sequence26 = "./root.dsq shiftAway";
sequence27 = "./root.dsq shiftTo";
sequence28 = "./root.dsq shiftLeft";
sequence29 = "./root.dsq shiftRight";
sequence30 = "./root.dsq rotCW";
sequence31 = "./root.dsq rotCCW";
sequence32 = "./root.dsq undo";
sequence33 = "./root.dsq plant";
sequence34 = "./root.dsq sit";
sequence35 = "./root.dsq wrench";
sequence36 = "./attack.dsq activate";
sequence37 = "./attack.dsq activate2";
sequence38 = "./root.dsq leftrecoil";
};
datablock PlayerData(ParasiteZombie : PlayerStandardArmor)
{
cameraVerticalOffset = 3;
shapefile = "./Parasite.dts";
canJet = 0;
mass = 120;
drag = 0.02;
density = 0.6;
runSurfaceAngle = 1;
jumpSurfaceAngle = 0;
runforce = 100 * 90;
maxForwardSpeed = 8;
maxBackwardSpeed = 8;
maxSideSpeed = 8;
showEnergyBar = false;
minJumpSpeed = 0;
maxJumpSpeed = 200;
rideable = false;
canRide = false;
paintable = true;
boundingBox = vectorScale("3 3 2", 4); //"2.5 2.5 2.4";
crouchBoundingBox = vectorScale("3 3 2", 4); //"2.5 2.5 2.4";
proneBoundingBox = vectorScale("3 3 2", 4); //"2.5 2.5 2.4";
lookUpLimit = 0.65;
lookDownLimit = 0.45;
upMaxSpeed = 1;
upResistSpeed = 1;
upResistFactor = 1;
attackpower = 40;
maxDamage = 500;
//jumpForce = 40 * 90; //8.3 * 90;
jumpForce = 100 * 90; //8.3 * 90;
jumpsound = "";
BrickDestroyMaxVolume = 250;
BrickMaxJumpHeight = 20;
uiName = "Parasite";
rideable = true;
canRide = false;
BrickKillRadius = 2;
skinColor = "0 0 0 1";
FollowAnim = "ArmReadyright";
randomwalk = 1;
SearchRadius = 30;
DoNotZombify = 1;
aimatplayer = 1;
};
function ParasiteZombie::ondisabled(%this,%obj)
{
parent::ondisabled(%this,%obj);
ZombieDefault::ondisabled(%this,%obj);
}
function ParasiteZombie::onCollision(%this, %obj, %col, %fade, %pos, %norm)
{
parent::oncollision(%this, %obj, %col, %fade, %pos, %norm);
ZombieDefault::onCollision(%this, %obj, %col, %fade, %pos, %norm);
}
function ParasiteZombie::onMount(%a,%player,%vehicle,%d,%e,%f)
{
ZombieDefault::onMount(%a,%player,%vehicle,%d,%e,%f);
parent::onMount(%a,%player,%vehicle,%d,%e,%f);
}
function ParasiteZombie::onUnMount(%a,%player,%vehicle,%d,%e,%f)
{
ZombieDefault::onUnMount(%a,%player,%vehicle,%d,%e,%f);
parent::onUnMount(%a,%player,%vehicle,%d,%e,%f);
}