I've beening playing with this a lot tonight and still need to look into it
. (Having a problem with the suspend command, probably using it wrong)
One way i have found that will kill the enemy, is to change the Destroy AI script in the properties to destroy\fadecorpse.fpi if it isn't already
And in your script use:
:activated=1:runfpidefault=2
This has the effect of when it is activated it will fade and destroy it'self.
;Artificial Intelligence Script
;Header
desc = Follow Waypoints, Run Away If Shot
;Triggers
:activated=1:runfpidefault=2
:waypointstate=0:animate=2,waypointstart
:waypointstate=3:animate=2,waypointnext
:waypointstate=4:animate=2,waypointrandom
:waypointstate=5:animate=2,waypointreverse
:nearactivatable=0:settarget,activatetarget=2
:random=20:rotateheadrandom=65
:shotdamage=1:settarget,state=2
:state=2:rotatetotarget,rotatey=180,resethead,waypointstop,animate=5,state=3
:state=3:runfore=10
:state=3,random=5:rotateheadrandom=85
:state=3,losetarget=10:state=10
:state=3,plrcanbeseen:settarget,state=2
:state=10:timerstart,state=11,rotatey=180,animate=31
:state=11,timergreater=5000:state=0,animate=2,waypointstart
:state=11,random=5:rotateheadrandom=35
;End of Script
I've attached the test level to this post save the above script into scriptbank\user\coward.fpi
This shows what I'm on about.
http://www.tyranntrpg.org/support/switch_kill.wmv
Jas
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"What is this talk of 'release'? Klingons do not'release' software. It escapes leaving a bloody trail of developers and quality assurance people in its wake!"