sNeaksieGarrett on 8/6/2013 at 21:14
So when I hit the zombie until he falls down from my sword, he will disappear after a bit and then a fresh zombie is spawned in. However, if I try to use my holy water arrow on him it doesn't work. And yes, I did remember to add the Source.
R Soul on 8/6/2013 at 21:38
Ah. ZomTorso also needs a receptron (Stim object: Button, RespawnStim, mult by 1, add 0)
I also see that all zombie parts have a default delete tweq for 30 seconds. That might be fine if you don't mind having a few parts piling up.
LarryG on 8/6/2013 at 23:51
The pseudoscript idea was to have the pseudoscript know when the AI was slain and send a TurnOn to the emitter. Use a AI>Responses>Signal response on the AI archetype to the signal "Slain" and Absolute priority, with the response to be Frob Object and the object is the spawner for that AI (Or a button CD'd to the spawner, whatever). That might work ... maybe.
sNeaksieGarrett on 9/6/2013 at 01:07
Quote Posted by R Soul
Ah. ZomTorso also needs a receptron (Stim object: Button, RespawnStim, mult by 1, add 0)
I also see that all zombie parts have a default delete tweq for 30 seconds. That might be fine if you don't mind having a few parts piling up.
Yep, I noticed that as well. I actually changed it to 6000. Thanks.
Ah ok, I think I understand waht you mean Larry. That could be an alternative to R Soul's method.
Ricebug on 10/6/2013 at 06:40
Will this work for crates coming out of a chute, traveling along a conveyor, and then disappearing into another passage?
R Soul on 10/6/2013 at 12:24
No, this relies on the fact that certain metaproperties get added to AI after they've been incapacitated.