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REMOVE a purse from an AI prefab?


Something Hank

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Set the spawnarg "def_attach6", that defaults to ""atdm:prop_lootbag" with "-".

Read up on the wiki on how to attach items to ai (definition attachment is covered there)!

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

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6 hours ago, Something Hank said:

That's done it, thank you. Took me a second to even figure out where to start when you said "spawnarg". So is spawnarg a universal term for the properties you slap (or come default) onto entities and such? Been using those plentyish.

"spawnarg" is just spawn argument, is a variable you write inside a object definition (the .def files) that gets used at spawn time, to do many things, they are both accessible by the script language and c++. Hope this clears some things.

 

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3 hours ago, HMart said:

"spawnarg" is just spawn argument, is a variable you write inside a object definition (the .def files) that gets used at spawn time, to do many things, they are both accessible by the script language and c++. Hope this clears some things.

 

Next to no sense to me, but I'll make sense of it in due time. I am currenlty FUMBLING, my guy.

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3 hours ago, Something Hank said:

Next to no sense to me, but I'll make sense of it in due time. I am currenlty FUMBLING, my guy.

Another definition is that a spawnarg is a property you set on an entity like a lamp, an AI or a crate: how much health it has, what sounds it makes, whether it casts shadows (not all entities support all spawnargs). The easiest way is to set it directly on an entity in DarkRadiant. They can also be set in .def files, which is useful if you want to create a new type of entity instead of tweaking existing ones.

Anyway, you should definitely follow a video tutorial:

 

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5 hours ago, Dragofer said:

Another definition is that a spawnarg is a property you set on an entity like a lamp, an AI or a crate: how much health it has, what sounds it makes, whether it casts shadows (not all entities support all spawnargs). The easiest way is to set it directly on an entity in DarkRadiant. They can also be set in .def files, which is useful if you want to create a new type of entity instead of tweaking existing ones.

Anyway, you should definitely follow a video tutorial:

 

Ayy, I just got through that tutorial series yesterday actually. One of the better tutorials I've come across.

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