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Old 05-06-19, 11:09   #19
Relic Hunter
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Join Date: Apr 2005
Location: Poland
Posts: 9,209

^ I believe AkyV's plugin already uses variables to operate on AI properties.

I'm not sure about reactivating an enemy which has been killed, has that been tested? I know the engine is pretty fussy about doing anything with objects which have not been triggered/activated or have been untriggered/removed.

That being said, removing guard AI from an enemy seems to work fine using AkyV's plugin triggers. However I can't get the trick A_De described to work - neither baddy or sas do anything after getting hurt by 1 HP.

Forcing AI_GUARD on enemy using AkyV's plugin (which I'm guessing takes advantage of variables) only works the moment enemy is spawned (triggers placed on the same square), but once the enemy is triggered, forcing AI_GUARD has no effect.
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