I would like to see if possible the ability to swap NPC weapons from say a sword to bow and arrow and get the arrow projectile to fire at the player. I could only get this to work using rpggrenade. I basically backed up rpggrenade files and renamed my arrow .X file and textures to the same as rpggrenade and modified the specification text file, then tested out in GameGuru and the arrow is fired at the player the right way around. Is this the only way to do it for now or are there other ways? I understand that the projectiles are all hard coded so the engine only recognises the default projectile names unless I've misunderstood and we can create our own custom ones.
I'd like to understand the CSI_ calls better i.e. in LUA the CharacterControlLimbo etc, what frames (CSI_ parameters) in the FPE are these actually referencing, would like to see a bit more documentation on those. I've watched the broadcasts , but still not fully clear and I'm still making educated guesses. Obviously some CSI params are more obvious than others
[update- also there are a few commands in the ai_soldier scripts that call for:
AISetEntityControl(EntObjNo,AI_MANUAL)
AIEntityGoToPosition(EntObjNo,ai_start_x[e],ai_start_z[e])
AIGetEntityViewRange(EntObjNo)
AIGetEntityHeardSound(EntObjNo)
what is AI_MANUAL? these are not in Global.LUA , is there any information on these and how to use, again some are obvious but are there more AI commands that are built in that we don't know about that may not be present in the out-of-the-box scripts?
]
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