#Entity

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heavy oriole
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Why does this entity attack 4 times then stop for ~15secs ?

crude tusk
heavy oriole
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Do I even have that there ? ๐Ÿ˜‚

crude tusk
# heavy oriole Do I even have that there ? ๐Ÿ˜‚

You have given that component a priority of 0, That means that it will be the component with the highest priority, if that component is activated the components greater than 1 are deactivated, it is used so that the entity sees the player, and you have set it to activate with a probability of 0.02, So it does not interfere with the attack components until that probability is met

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Not all components interfere with each other, some components can work without affecting the rest, in other cases they cause bugs or contradictions in behavior and in other cases it is superimposed on the other components

heavy oriole
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Do how much should I set the probability to ?

crude tusk
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You should think about what you want, although look_at_target is usually placed at the end of the row, with minimum priority, probably an 8 or 9

heavy oriole
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I don't really know what it does

crude tusk
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The random movement component is usually in medium priority

heavy oriole
crude tusk
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I don't make the rules, it's probably hardcoded.

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I'm just telling you how priorities work, try to change that.

heavy oriole
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Ok thanks

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Also why does its name look like this when it kills me

crude tusk
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Have you put his name in the language files?

crude tusk
heavy oriole
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Other than the identifier, No

crude tusk
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Yes

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You can see it in the game docs at rp/text/en_US.lang

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Depending on the language you want to translate

crude tusk
heavy oriole
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I need more help

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How can I run this event on the looked_at

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This one doesn't work because I'm using @s (probably)

crude tusk