BSL talk:Functions: Difference between revisions

(successfully tested chr_vocalize with AISA)
Line 131: Line 131:


: Correct me if I'm wrong: AIs spawned by CHAR collection come without an script_id. You would need to add characters via AISA and set <ScriptId>. In case of chr_vocalize, an non-existing script_id is probably replace by 0 and so redirected to player. With CHAR workflow you should use ai_name instead. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 11:40, 21 August 2016 (CEST)
: Correct me if I'm wrong: AIs spawned by CHAR collection come without an script_id. You would need to add characters via AISA and set <ScriptId>. In case of chr_vocalize, an non-existing script_id is probably replace by 0 and so redirected to player. With CHAR workflow you should use ai_name instead. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 11:40, 21 August 2016 (CEST)
:: Works like a charm [[User:Paradox-01|paradox-01]]! I've added the character to AISA and it worked as supposed. Thanks! :)
::One thing, in my game the strings available for vocalize aren't the same as described above. They are: "taunt, alert, startle, checkbody, pursue, cower, superpunch, superkick, super3 and super4". Can you check which ones are present in your game?
489

edits