local CreatureCarcass C;
foreach AllActors (class 'CreatureCarcass', C)
if (C != None && (!C.bStatic && !C.bNoDelete))
foreach AllActors(class'Carcass', C)
foreach AllActors(class'ScriptedPawn', S)
if ( !S.IsA('Nali') && !S.IsA('Cow') && !S.IsA('NaliRabbit') )
Higor wrote:If I want a friendly Krall or whathever I wouldn't like to have to rewrite all into a non-scriptedpawn class.
Again, monsters don't attack 'dead' players lol.
This is because the Kralls are spawned by CreatureFactory after you have applied the changes to AttitudeToPlayer of existing ScriptedPawns.Aldebaran wrote:But in MH-Face the kralls are attacking me without starting the game. Perhaps it has to do with the map itself?
That does not solve the Monster-fight-against-Monster-problem...Higor wrote:Lol, just set spectator's and waiting player's health to 0 fam.
The data of a carcass is transferred only once at game start; after that its state (in resulting transferring data again) changes only, if it is destroyed?Aldebaran wrote:(Removing carcasses...) I ask these questions because I have still problems with some maps using too many channels producing lag situations.
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