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 Forcing actors to walk 
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Joined: Sun Apr 01, 2007 2:15 am
Posts: 86
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Post Re: Forcing actors to walk
Back on subject: You can make an actor always walk forward by copying the code from the walk limb path to the idle limb path.


Thu Jul 19, 2007 7:43 pm
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Joined: Sat Oct 14, 2006 8:51 pm
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Post Re: Forcing actors to walk
Thanks for the help.


Thu Jul 19, 2007 7:49 pm
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Joined: Thu Apr 12, 2007 2:53 am
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Post Re: Forcing actors to walk
metal chao wrote:
Erahgon wrote:
Who knows. Perhaps you could have them gib easily, and gib explosively, making them into walking bombs.


Well, I edited the Clone launcher to make this.
It seems to work fine, except the clone will only walk to the right.
With a little touching up this could be a great idea :D


Pretty cool. You could make a second gun that fires clones walking to the left, although I wouldn't know how to make them spawn to the left, instead of to the right.


Thu Jul 19, 2007 7:50 pm
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Joined: Sat Oct 14, 2006 8:51 pm
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Post Re: Forcing actors to walk
I think hflipping(HFlip = 1) the round might allow the actor to move in the corresponding direction.
Unfortunately I forgot where to put the HFlip, or if it is even a legitamite variable anymore.
The actor can only fire while using sharp aim so I think I've got to put a lame forced stop into the walking limb path.


Mon Jul 23, 2007 10:30 pm
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