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Ploop
Moderators: Hardmaps Administrator, *HmS*Wedge, *HmS*grunt, *HmS*Trevor, *HmS*LongBow
Author Post
*HmS*Trevor
Tue Mar 18 2008

Registered Member #35
Joined: Tue Dec 30 2003
Location: Lincolnshire England
Posts: 2080
How to get Bgs to follow players.

if ssn(player) is near ssn(bgs) by 500m
then ssn(bg) got to ssn(player) use the code below:


ploop
if ssnnearssn(player,ssn,500) then
ssn2ssn(2,player)
endif
END

How to have an electric fence

PLOOP
if ssnnearssn(player,xxx,xxx) then
ssnaddhp(player,-80)
ssnwave(player,"loktone.wav",25)
consol("Don't get too close!!!!!!!!")
endif
end

[ Edited Tue Mar 18 2008 ]
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___________________
Fri Nov 13 2020
Registered Member #2938
Joined: Fri Mar 21 2014
Location: Banks of the Styx
Posts: 130


To make AI chase players, simply set your AI to waypointlist 127.

Unconditional looping through all players will generate unnecessary lag.

https://awmod.com/forums/topic/ploop-correct-syntax-to-keep-lag-to-a-minimum/
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