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Any one know the CMD that makes a troll a shooter or not?
Posted: Fri Jan 01, 2010 2:17 am
by chaz730
anyone???

anyone know
ALL of them?!?!

Posted: Fri Jan 01, 2010 2:22 am
by MyNameIsKooky
I've been researching commands (though I haven't found much yet).
I think there is an option called "Shooter" that can be 'yes' or 'no' to tell if the Thwart/Troll shoots or not.
Posted: Fri Jan 01, 2010 2:29 am
by chaz730
I know but I'm making it where after you talk to a troll then it attacks you.
I know it will kill you right when you stop talking but that's what I want it to do

Posted: Fri Jan 01, 2010 2:50 am
by MyNameIsKooky
Maybe you could use the flip glitch and put two separate trolls on the same tile. One is a shooter and one isn't. The talker is active and the shooter isn't. They both have the same ID. The dialog could use CMD 3 and their ID.
This would cause it to become a shooter when it stops talking.

Posted: Fri Jan 01, 2010 2:54 am
by chaz730
Hmm...do you think CMD 1(Activate command) would work?
I'm gonna go try it

Posted: Fri Jan 01, 2010 3:02 am
by chaz730
It didn't work
I feel like making a list of
ALL comands

Posted: Fri Jan 01, 2010 3:05 am
by MyNameIsKooky
chaz730 wrote:Hmm...do you think CMD 1(Activate command) would work?
I'm gonna go try it

CMD 1 won't work. Try CMD 3.
Posted: Fri Jan 01, 2010 3:08 am
by Emerald141
Posted: Fri Jan 01, 2010 3:14 am
by chaz730
When using command 63 is data1 only used?
Posted: Fri Jan 01, 2010 3:18 am
by Emerald141
Posted: Fri Jan 01, 2010 3:20 am
by chaz730
And I'm assuming it's the ID
it doesn't work if that's the case

Posted: Fri Jan 01, 2010 3:30 am
by chaz730
bumpy bumb-bump?
Posted: Fri Jan 01, 2010 4:12 am
by AJQZC
I think so - the list is
here, for your reference.

Posted: Fri Jan 01, 2010 4:57 pm
by chaz730
well, I still don't know how to do it
