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 Replacing AI actors? 
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Joined: Thu Apr 19, 2007 10:12 pm
Posts: 17
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Post Replacing AI actors?
Hey collective Datarealms forum comunity, how does one go about replacing an actor that the AI uses (i.e. a skeleton) with another actor (green clone)? Also, how do you tell an actor that the AI spawns what to have? For example, green clones come with either AK-47's or SMG's. How could you change that to a blunderbuss or a crobo gun for instance? I would really apprectiate an in-depth answer; I want to mod CC to make it harder... well sort of.

Anyways, help would be mightily appreciated.


Fri Aug 03, 2007 4:05 am
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Joined: Sat Feb 03, 2007 7:11 pm
Posts: 1496
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Post Re: Replacing AI actors?
Just rename the blunder buss to something
irrelevant and put the crobo gun
where the blunderbuss was and name
it with the same instance name as the blunderbuss.

Same goes for actors. Just name them after the originals,
and name the originals something else, and make you actor load before the the original one.

Have a nice day. :grin:

EDIT: This mod tells you how to do it better and comes with an actor to replace with.

viewtopic.php?f=23&t=5786&p=103393&hilit=brainhunter#p103393


Fri Aug 03, 2007 4:31 am
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