. . . Posted December 14, 2017 Share Posted December 14, 2017 (edited) I remember there being a small line of code to do that but can't remember what it was & I don't know where to look for it in the code, if somebody can help me with this fast that'd be great! Last thing I need for my mod to be finished ! (Or any other code that makes an entity basically do nothing but stand still with a way to change them back to nromal of course) Edited December 14, 2017 by SuperDavid Link to comment https://forums.kleientertainment.com/forums/topic/85458-solved-how-to-turn-offon-brain-of-entity/ Share on other sites More sharing options...
rons0n Posted December 14, 2017 Share Posted December 14, 2017 Something like this? if target and target.brain and target.sample_projectilestun ~= true then target.sample_projectilestun = true target.brain:Stop() if target.components.locomotor then target.components.locomotor:Stop() end target:DoTaskInTime(5, function() target.brain:Start() target.sample_projectilestun = nil end) end Link to comment https://forums.kleientertainment.com/forums/topic/85458-solved-how-to-turn-offon-brain-of-entity/#findComment-984214 Share on other sites More sharing options...
. . . Posted December 14, 2017 Author Share Posted December 14, 2017 Thank you so much man !!! Link to comment https://forums.kleientertainment.com/forums/topic/85458-solved-how-to-turn-offon-brain-of-entity/#findComment-984215 Share on other sites More sharing options...
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