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[2.2]Programmable AI via scripting
#12
(06-09-2012, 03:28 PM)Lord Silva Wrote:  Oh I see. Armour is ID based, not object based, so I guess making ID specific things would kill two birds with one stone. I might do it :p.

Je, but shouldn't there be an armor counter of sorts linked to objects somewhere? Afaik hitting somebody with armor reduces the armor by 1 for a few ticks, that counter would be useful to have. Could as well be the more resonable way of implementing Armor-detection then just via ID. Imagine someday people use a modded exe to assign custum armor values to other IDs... going by ID wouldnt work anymore then :P
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Messages In This Thread
[2.2]Programmable AI via scripting - by Boop - 06-08-2012, 06:31 PM
RE: [0.2 Update]Programmable AI via scripting - by Alblaka - 06-09-2012, 03:37 PM
RE: [2.0]Programmable AI via scripting - by Boop - 06-30-2012, 01:54 PM
RE: [2.1]Programmable AI via scripting - by mfc - 07-05-2012, 10:33 AM
RE: [2.1]Programmable AI via scripting - by Boop - 07-05-2012, 11:53 AM
RE: [2.1]Programmable AI via scripting - by A-Man - 07-05-2012, 12:18 PM
RE: [2.2]Programmable AI via scripting - by A-Man - 07-19-2012, 03:08 PM
RE: [2.2]Programmable AI via scripting - by Boop - 07-19-2012, 03:15 PM
RE: [2.2]Programmable AI via scripting - by Kevin - 07-22-2012, 08:20 AM
RE: [2.2]Programmable AI via scripting - by Boop - 07-27-2012, 04:41 PM
RE: [2.2]Programmable AI via scripting - by A-Man - 09-15-2012, 05:23 PM
RE: [2.2]Programmable AI via scripting - by Boop - 05-05-2013, 04:44 PM
RE: [2.2]Programmable AI via scripting - by zort - 06-12-2013, 05:45 PM
RE: [2.2]Programmable AI via scripting - by zort - 06-15-2013, 01:44 AM
RE: [2.2]Programmable AI via scripting - by zort - 06-14-2013, 07:21 PM
RE: [2.2]Programmable AI via scripting - by A-Man - 03-29-2016, 01:59 PM
RE: [2.2]Programmable AI via scripting - by Boop - 03-30-2016, 10:26 PM
RE: [2.2]Programmable AI via scripting - by Gad - 02-10-2017, 06:58 PM



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