(12-22-2012, 12:43 AM)NaxEla Wrote: (12-22-2012, 12:26 AM)dnalange Wrote: (12-22-2012, 12:06 AM)beecake Wrote: Just overwrite the walk-animation with the run-animation.
REMEMBER:
before you do anything, copy the grunt first!
I mean there is a script for it..
Ill show un example of it here --->
SetEntityActive("servant_brute_1", true);
for(int i=24;i<=44;i++) AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_"+i, 0, "");
Something like this..... would that work?
I have this from disponentia...
Just need this to work.. can't seem to figure it out!!
What that script does, is make a path that the brute will follow; it doesn't make it run any faster. I tested the method that I suggested above, and it works. He runs faster. Although his animations are all sped up, so it looks weird. lol
I try but it's not activate\ABLE..
i cant use the activate action now....
could you send me your really fast running brute.. make it around 75 speed....
Ive builded a enemy - brute... doesnt be able tos script
So this isnt working
SetEntityActive("servant_grunt_1", true);
Hmmmmmmmmmm???
FIXED!!!
My foult!