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Posted (edited)

Take a look at your usage of "GetDistance". There are a couple of things about it.

 

One: This is an easy to make mistake, you've just forgotten to to put in a dot after "player". It should read "Player.GetDistance". :smile:

 

Two: You haven't included the reference for GetDistance. It needs two references to function. You need to change that to "if VRCrWalkingEye.GetDistance Player <= 256"

 

One other thing occurs to me, is "VRCrWalkingEye" a persistent reference? Also, is this only for one creature, or are you planning on doing it for multiple?

Edited by Jojash
Posted

all of them. there will be a certain number and no others exist in the game. No it isn't persistent forgot with a ref it needs to be persistent, right? lol

Posted (edited)

No, it doesn't have to be persistent. The reason I'm asking is because if it's not and you're using multiple, I can offer a much easier way than giving every single one it's own persistent reference. :smile:

 

Just add in a ref variable, something like, "ref rWalkingEye" and then before the first "if" add:

 

(You might also want a short variable so that this doesn't keep happening every iteration, I'll include one, but you don't have to.)

 
    if iDoOnce == 0
            set rWalkingEye to GetSelf
            set iDoOnce to 1
    endif

Then replace "VCRrWalkingEye" with "rWalkingEye" (Or whatever you've named it.)

Edited by Jojash
Posted (edited)

Meh just gonna use the static mesh Walking Eye's I can hide them better. I got it to flee by making them hostile but cowardly etc so they ran away but then I realized its no fun having them on the compass atleast if they are not marked on the compass it would be harder XD. Then I also figured if one clipped through the mesh or something while fleeing it would be impossible to complete.

 

Thanks for all the help though!

 

Geoff

Edited by DaemonGrin
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