[mod] Beezie-Bot Canyon (coag)
Still havn't had a chance to play this but from your explanation it sems pretty kool. However you continually mock me with no Night Ops yet demonstrating that you can still make mods. 500% efficiency on Night Ops FTW
I've even being playing Single player heaps recently to get my skillz up. Yet even though I'm continually pressuring you I should also say, no pressure and take your time...Otherwise I could be seen as both a hypocrite and a meany 
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Devilshadow934
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lightnin77
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xXtR1Xm1Xx
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Looks very nice im gonna try to make an ai mod in a couple days.

Click here for something you might like
Last edited by xXtR1Xm1Xx on Wed May 2, 1992 3:40 pm; edited 2,500 times in total
- Aumaan Anubis
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yea i borded one and they seemed braindead.especially when i pressed A+dpad right and i saw what you replaced with the needler right nxt to the rocket that was funnyT Beezie wrote:Technically, they can't move, not yet, but when given a target, they can "track it". When you place them in a flying vehicle, the vehicle gives the "A.I." motion. If they have no "target", they just fly around as if borderline braindead

- xXxCocoFangxXx
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for ai respawn cant u just use the ai respawn script
(script startup respawner
(sleep_until (<= (ai_living_count Whatever sqaud ur useing here) 0))
(ai_place 0000)
)
(script startup respawner
(sleep_until (<= (ai_living_count Whatever sqaud ur useing here) 0))
(ai_place 0000)
)
Last edited by Loonycgb2 on Sun Sep 24, 2006 12:10 pm, edited 1 time in total.
That could work, except:Loonycgb2 wrote:for ai respawn cant u just use the ai respawn script
(script startup respawner
(sleep_until (<= (ai_living_count Whatever sqaud ur useing here) 0))
(ai_place 0000)
)
A: The script compiler does NOT support AI squads, even though the new one claims to - Shalted even says in his post he never tested it.
B: In the last command, 0000 should be replaced with the squad name.
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Hawaiian Modder
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- latinomodder
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