SetaKat
Ex modder, Zones only ferret and will someday release a game (Resident)
On forum: 02/20/2010
Messages: 6340
In the all.spawn entry for an NPC
custom_data = <<END
... <- Your logic here
END
Using the custom data variable, and then specifying an ending tag will result in the game assuming everything between the custom_data line and the end tag as custom logic.
Probably not the most accurate explanation, but its what it looks like to me.
Im having a hard time getting some new logics to work. it's as if the NPC's dont even recognise that i have added [logic] to them
i dont really know that much about logic, but i have assigned them active = ... (well at least i think i've done this correctly.
to make it easier to play with, i've given them a cfg = script in the their all.spawn entries.
one of them is the existing NPC esc_soldier_commander who is the commander at the rail over bridge in cordon that you need to bribe to get past. im just trying to give him a new trader scheme, so that he will sell different ammo types as you progress.
the other is esc_aliVe_stalker_4 who a new NPC added by aliVe mod, but then deactivated. i re-activated him as DC who lives under the bridge in cordon. Im just trying to give him some meet logic.
I feel like there's somthing missing!!!!! is there some extra command i need to give them somewhere to activate them to use logic? have i messed up the active = so that no logic will work at all!!??? i just dont know!
edit:
i readen ur post well
i havet 1 same
i sugest u dont use the logic script from another folder like
scripts\pri\ ect. it may bug i havet this bug
i sugest u make a new folder and there place the ltx file