
BTW: If your tired of people killing ur AI make them invincable in Hlmt using dothalo or pump up there shields and health using entity hlmt editor
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In Insolence they used the actual value that the bitmask makes, instead of making it bits. In Entity we changed it to use the bit placement, because if you just add the bit value, then you'll end up just using it like an enum. If you have a problem with this, don't use Entity plugins......If enough people complain, I can make a converter (or anybody with some spare time). The other thing is that when you use a value, "bits" over lap and so you get values that don't match what you checked in the editor, which is really annoying.Agent ME wrote:Odd because when I use that in Insolence, setting anything in Flags section doesn't save, and they all say "not initially created" is true.
In Entity none of the ai squads have anything checked off, and if I check anything and hit save, it doesn't seem to save.
And aren't bitmasks supposed to have the options values going as 1, 2, 4, 8, 16, etc, rather than simple 1,2,3,4,5...?
So how do I get the plugin to work right?TheTyckoMan wrote:In Insolence they used the actual value that the bitmask makes, instead of making it bits. In Entity we changed it to use the bit placement, because if you just add the bit value, then you'll end up just using it like an enum. If you have a problem with this, don't use Entity plugins......If enough people complain, I can make a converter (or anybody with some spare time). The other thing is that when you use a value, "bits" over lap and so you get values that don't match what you checked in the editor, which is really annoying.Agent ME wrote:Odd because when I use that in Insolence, setting anything in Flags section doesn't save, and they all say "not initially created" is true.
In Entity none of the ai squads have anything checked off, and if I check anything and hit save, it doesn't seem to save.
And aren't bitmasks supposed to have the options values going as 1, 2, 4, 8, 16, etc, rather than simple 1,2,3,4,5...?
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good point spammy... it came on my mind right after trulife said the paths where in the reflexive 576... so i copied all over the stuff.. AND THEY'RE SMART NOW! well only a little. they actually run after me, dodge away and stuff its awesome.. i've did it on my Conduit map.Spammy wrote:What if you copied the paths reflexive from the map the BSP was converted from. IE take the reflexive from the scnr of highcharity.map and add the reflexive to the high_9 conversion map. Wouldn't the paths that are already set in the reflexive you copied over match to the converted BSP?