Author Topic: Adding Collision to a corpse  (Read 1323 times)

Yes I have, however I didn't want to code loading the player appearance. Then again I can pull a brackets and just make it all red haha.
I know why he thought you would be useful here.


For loading the player appearance on a new AIPlayer object, I think the trick was to do this:

Code: [Select]
%temp = %client.player;
%client.player = %corpseBot;
%client.applyBodyColors();
%client.applyBodyParts();
%client.player = %temp;

You set the client's player to the corpse and make it load the appearance the normal way.

For loading the player appearance on a new AIPlayer object, I think the trick was to do this:

Code: [Select]
%temp = %client.player;
%client.player = %corpseBot;
%client.applyBodyColors();
%client.applyBodyParts();
%client.player = %temp;

You set the client's player to the corpse and make it load the appearance the normal way.
That worked flawlessly

Actually, the other thing you can do (which Phflack kinda said), is mount a bot with all nodes hidden to the corpse the second it dies, then when that bot dismounts (when the corpse explodes) delete the invisible bot. That way you avoid any rotational or velocity issues and don't have to bother with coloring it.