Rectal Express Posted January 3, 2019 Share Posted January 3, 2019 I have taken a look at bunnyman.lua and bunnymanbrain.lua and they are fundamentally the same as a pigman's scripts. I tried to add the chop tree node from pigbrain into the priority node of the bunnyman's. It worked a bit. My bunnymans, upon meeting a certain condition (mine is getting a strawhat from the player), it go and approach trees, yet it does not actually hit the tree. I figured it's something to do with BufferedAction(inst, target, ACTIONS.CHOP), and bunnymans don't actually have the ACTIONS.CHOP default to them. I have looked at various places and I could not find where ACTIONS.CHOP is defined for pigman so I could not do the same for bunnyman. Any ideas? Your help is much appreciated! Link to comment Share on other sites More sharing options...
Ultroman Posted January 4, 2019 Share Posted January 4, 2019 Look at the stategraphs. The actionhandlers are defined there. You are right, that Bunnyman does not have an action handler for ACTIONS.CHOP, but Pigman does. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now