Author Topic: Schedules at the end of an AI script?  (Read 414 times)

I recently made an AI player/type but I was wondering why the schedules at the end of the main player script were important.

Looks a lot like this:

Code: [Select]
};
function RotFastZombie::ondisabled(%this,%obj)
{
parent::ondisabled(%this,%obj);
ZombieDefault::ondisabled(%this,%obj);
}
function RotFastZombie::onCollision(%this, %obj, %col, %fade, %pos, %norm)
{
parent::oncollision(%this, %obj, %col, %fade, %pos, %norm);
ZombieDefault::onCollision(%this, %obj, %col, %fade, %pos, %norm);
}
function RotFastZombie::onMount(%a,%player,%vehicle,%d,%e,%f)
{
ZombieDefault::onMount(%a,%player,%vehicle,%d,%e,%f);
parent::onMount(%a,%player,%vehicle,%d,%e,%f);
}
function RotFastZombie::onUnMount(%a,%player,%vehicle,%d,%e,%f)
{
ZombieDefault::onUnMount(%a,%player,%vehicle,%d,%e,%f);
parent::onUnMount(%a,%player,%vehicle,%d,%e,%f);
}
function RotFastZombie::onAdd(%this,%obj)
{
parent::onAdd(%this,%obj);
ZombieDefault::onAdd(%this,%obj);
}

I am actually not really sure what those are.