 Mikko Pekkola, on 03 February 2013 - 09:18 AM, said:
Mikko Pekkola, on 03 February 2013 - 09:18 AM, said:
How? Can you tell me please?
I'll try ...
ai AITROOPDUCKING	ATROOPDUCK  	TROOPSTOPPED  faceplayer
you'll find this code on around line 1976, in the game.con file. Trace it, the ai function, back to all calls, and make sure the 'actor' does not act with the code.
for example
ifcansee
	{
    	ifmove TROOPRUNVELS ifpdistl 1596 ai AITROOPDUCKING
    	ifp phigher { ifceilingdistl 128 { } else ifactornotstayput ai AITROOPJETPACK break }
    	else ifrnd 2
    	{
        	ifspritepal 21 ifpdistg 1596 { ai AITROOPHIDE break }
        	ifbulletnear { ifrnd 128 ai AITROOPDODGE else ai AITROOPDUCKING break }
    	}
	}
where it reads ifpddistl 1596 ai AITROOPDUCKING, will give you an error, because the new actor does not have that ai. You need to re-write this statement, or delete the if statement.
Besides the ducking ai, there are other ai routines, like jet pack, pal 21, and so on, that also will need to be addressed.
To follow what I just wrote, I think you need to study and understand the con code first. (You have been given the same link of the tutorial from Mblackwell, Cody and myself, there is a reason for it)
Start small, alter simple sprites first and grow methodically into actor code.