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View Full Version : walker/shooter bug



Gleeok
11-26-2007, 12:41 PM
When you set a walker/shooters weapon to (none) they do the combo 0 thing. ...So your thinking right now "why would you do that?" well A) accident, and B) I would like to access this for a stun/paralyze script. I guess I could also set halt rate at 0 for the second one and it'd work also.

DarkDragon
11-29-2007, 12:14 AM
I don't think any enemy currently checks if its weapon is 0 before firing...

DarkDragon
12-18-2007, 11:14 AM
Moved to limbo until 2.50.