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UpperBodyState
http://forums.datarealms.com/viewtopic.php?f=73&t=25875
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Author:  Asklar [ Sun Oct 16, 2011 6:21 am ]
Post subject:  UpperBodyState

I read this, and I figured out this is what I need so, how do I use it? I tried self.parent:GetController():UpperBodyState(THROWING_PREP) and self.parent:UpperBodyState(THROWING_PREP), but it just won't work.

Halp?

Author:  Grif [ Sun Oct 16, 2011 7:35 am ]
Post subject:  Re: UpperBodyState

I believe those are internal to the AI coding, rather than intrinsic engine variables.

Author:  Asklar [ Sun Oct 16, 2011 7:38 am ]
Post subject:  Re: UpperBodyState

And that means?

Author:  Mehman [ Sun Oct 16, 2011 2:28 pm ]
Post subject:  Re: UpperBodyState

Asklar wrote:
I read this, and I figured out this is what I need so, how do I use it? I tried self.parent:GetController():UpperBodyState(THROWING_PREP) and self.parent:UpperBodyState(THROWING_PREP), but it just won't work.

Halp?

either
self.parent.UpperBodyState = 6
or
ToAHuman(self.parent).UpperBodyState = 6
should work, exept if this is read only.

Author:  Asklar [ Sun Oct 16, 2011 7:29 pm ]
Post subject:  Re: UpperBodyState

Nonono, I'm not trying to change it, I'm trying to see if the actor is charging to throw the grenade.

Author:  TheLastBanana [ Sun Oct 16, 2011 8:23 pm ]
Post subject:  Re: UpperBodyState

The AI Lua script uses those, and nothing else. The only way to determine its value is access it through hacky methods. I don't recall specifically how to do it, but I believe Kyred had a thread about it a while back.

Author:  Asklar [ Sun Oct 16, 2011 8:37 pm ]
Post subject:  Re: UpperBodyState

Uh, I hate kacy workarounds.

I'll look into them.

Author:  Mehman [ Sun Oct 16, 2011 8:41 pm ]
Post subject:  Re: UpperBodyState

You may be able to access it using the AHumans metatable.

Author:  Asklar [ Sun Oct 16, 2011 8:46 pm ]
Post subject:  Re: UpperBodyState

And how would I do that?

And TLB, I found this, which lead me to this, but after reading it I suppose it's not possible, but I've got to test it.

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