FAQ
1-6 clear button is only a Cliendside show bug.
You STILL need to clear every stage.
Klick the start button and the Arcade hack will just make a win Count of every stage you started.
Repeat it 8 times and you get a capsule.
1-6 clear button ist nur ein Cliendside anzeige bug.
Der Arcade hack hat nur die funktion das jede stage die ihr anfängt sofort als "win" zählt.
Also wiederholt es 8 mal von 1-8 und ihr bekommt eure Kapsel.
Wenn ihr die Movie Sequenzen beim room create ausstellt kann es zu bugs führen. Macht sie bitte an, die werden so oder so geskippt.
If you put in the room creation "intro off" you can become a bug and it won't work.
[Only registered and activated users can see links. Click Here To Register...]<-klick it
So the resource tool is finally released.
So i release my arcade stage clear hack.
Open Resource tool replace my file with your arcade_util.lua
and have fun.
For those who don't trust me ~ a small guide ~
Export your arcade_util.lua open it and replace your orginal code with mine:
Happy Capsule farming
regards,
GLaDOS
ps. i Added a backup for those who forget to backup
Quote:
dont work on mission 7 and 8 ...why?
Quote:
Es geht bei 7 und 8 nicht help >_>
1-6 clear button is only a Cliendside show bug.
You STILL need to clear every stage.
Klick the start button and the Arcade hack will just make a win Count of every stage you started.
Repeat it 8 times and you get a capsule.
1-6 clear button ist nur ein Cliendside anzeige bug.
Der Arcade hack hat nur die funktion das jede stage die ihr anfängt sofort als "win" zählt.
Also wiederholt es 8 mal von 1-8 und ihr bekommt eure Kapsel.
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Wenn ihr die Movie Sequenzen beim room create ausstellt kann es zu bugs führen. Macht sie bitte an, die werden so oder so geskippt.
If you put in the room creation "intro off" you can become a bug and it won't work.
[Only registered and activated users can see links. Click Here To Register...]<-klick it
So the resource tool is finally released.
So i release my arcade stage clear hack.
Open Resource tool replace my file with your arcade_util.lua
and have fun.
For those who don't trust me ~ a small guide ~
Export your arcade_util.lua open it and replace your orginal code with mine:
Quote:
--°Ô½ºÆ®µé¿¡°Ô hostarg¸®¼ÂÀ» ¿äûÇÑ´Ù.( È£½ºÆ®´Â Á÷Á¢ ½ºÅ©¸³Æ®¿¡¼* Init() È£ÃâÇØÁà¾ß ÇÔ! )
function LuaInitHostArg( ArcadeSystem, HostController )
HostController:InitHostArgCommand();
end
--¾ÆÄÉÀÌµå ¸ðµå°¡ ½ÇÇàµÉ¶§ ÃÑ ½ºÅ×ÀÌÁö¸¦ Á¤ÇÑ´Ù.
function LuaTotalStage( ArcadeSystem, HostController, u8TotalStage )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "TOTAL_STAGE", u8TotalStage );
HostController:RequestStageClear();
end
--½ºÅ×ÀÌÁö¸¦ Ŭ¸®¾îÇßÀ» ¶§ È£Ãâ
function LuaRequestStageClear( ArcadeSystem, HostController )
HostController:RequestStageClear();
end
--½ºÅ×ÀÌÁö¸¦ ½ÇÆÐÇßÀ» ¶§ È£Ãâ
function LuaRequestStageFailed( ArcadeSystem, HostController )
HostController:RequestStageClear();
end
--½ºÅ×ÀÌÁö Á¤º¸¼³Á¤
function LuaSetStageInfo( ArcadeSystem, HostController, u32StageID, u32StageTime )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "STAGE_ID", u32StageID );
InputArg:PushLU32( "STAGE_TIME", u32StageTime );
HostController:SetStageInfo( InputArg );
end
--host, guestÀÇ µ¥ÀÌÅ͸¦ µ¿±âÈ*½ÃŰ´Â ÇÔ¼ö, ¹æÀå ÀÌÀüÀ» ´ëºñÇØ¼* µ¿±âÈ*½ÃÄÑÁØ´Ù.
function LuaSyncHostData( ArcadeSystem, HostController, strDataSetName )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "SYNC_HOST_DATA", strDataSetName );
HostController:SyncHostData( InputArg );
end
--AI¾×ÅÍÀÇ Å³ ÁøÇàÀ²À» º¸¿©ÁØ´Ù!
function LuaKillProgressReg( ArcadeSystem, HostController, szAIActorName, u32TotalCount )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "KILLPROG_REG_TYPE", szAIActorName );
InputArg:PushLU32( "KILLPROG_TOT", u32TotalCount );
HostController:KillProgressReg( InputArg );
end
--AI¾×ÅÍÀÇ Å³ ÁøÇàÀ²À» ¾ø¾Ø´Ù.
function LuaKillProgressUnreg( ArcadeSystem, HostController, szAIActorName )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "KILLPROG_UNREG_TYPE", szAIActorName );
HostController:KillProgressUnreg( InputArg );
end
--AI ų ÁøÇàÀ²À» ¸ðµÎ ¾ø¾Ø´Ù.
function LuaKillProgressUnregAll( ArcadeSystem, HostController )
InputArg = ArcadeSystem:GetInputArg();
HostController:KillProgressUnregAll( InputArg );
end
--¹«ºñ¸¦ Ç÷¹ÀÌÇØÁÖ´ÂÇÔ¼ö
function LuaMoviePlay( ArcadeSystem, HostController, u32MovieID )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "MOVIESYSTEM_ID",u32MovieID );
HostController:PlayMovie( InputArg );
end
--¹Ì¼Ç ¾ÆÀ̵𸦠¼³Á¤ÇØÁÖ´Â ÇÔ¼ö
function LuaChangeMissionID( ArcadeSystem, HostController, u32MissionID )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "MISSION_ID", u32MissionID );
HostController:ChangeMissionID( InputArg );
end
--¹Ì¼Ç ÀÎÆ÷¸¦ º¸¿©ÁÖ´Â ÇÔ¼ö
function LuaViewMissionInfo( ArcadeSystem, HostController, u32MissionID, fRed, fGreen, fBlue, fAlpha, u32LifeTime )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "MISSIONINFO_ID", u32MissionID );
InputArg:PushLFloat( "MISSIONINFO_R", fRed );
InputArg:PushLFloat( "MISSIONINFO_G", fGreen );
InputArg:PushLFloat( "MISSIONINFO_B", fBlue );
InputArg:PushLFloat( "MISSIONINFO_A", fAlpha );
InputArg:PushLU32( "MISSIONINFO_LIFETIME", u32LifeTime );
HostController:ViewMissionInfo( InputArg );
end
--bgmÀ» Ç÷¹ÀÌÇØÁÖ´Â ÇÔ¼ö
function LuaPlayBGM( ArcadeSystem, HostController, szBGM )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "BGM_FILE", szBGM );
HostController:PlayBGM( InputArg );
end
--bgmÀ» Á¤Áö½ÃŰ´Â ÇÔ¼ö
function LuaStopBGM( ArcadeSystem, HostController )
InputArg = ArcadeSystem:GetInputArg();
HostController:StopBGM( InputArg );
end
--È¿°úÀ½À» Ç÷¹ÀÌÇØÁÖ´Â ÇÔ¼ö
function LuaPlaySFX( ArcadeSystem, HostController, szSFX )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "SFX_FILE", szSFX );
HostController:PlaySFX( InputArg );
end
--Æ÷±× ¼Ó¼ºÀ» º¯°æÇØÁÖ´Â ÇÔ¼ö
function LuaChangeFogProperty( ArcadeSystem, HostController, fFogMinDist, fFogMaxDist, fFogR, fFogG, fFogB )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLFloat( "FOG_MINDIST", fFogMinDist );
InputArg:PushLFloat( "FOG_MAXDIST", fFogMaxDist );
InputArg:PushLFloat( "FOG_R", fFogR );
InputArg:PushLFloat( "FOG_G", fFogG );
InputArg:PushLFloat( "FOG_B", fFogB );
HostController:ChangeFogProperty( InputArg );
end
--Æ÷±× ¼Ó¼ºÀ» ¿ø·¡´ë·Î º¹¿øÇØÁÖ´Â ÇÔ¼ö
function LuaRestoreFogProperty( ArcadeSystem, HostController )
InputArg = ArcadeSystem:GetInputArg();
HostController:RestoreFogProperty( InputArg );
end
--½ºÄ«À̹ڽº¸¦ ¼û±æÁö¸¦ ¼³Á¤ÇØÁÖ´Â ÇÔ¼ö.
function LuaShowSkyBox( ArcadeSystem, HostController, bShowSkyBox )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLBool( "SHOW", bShowSkyBox );
HostController:ShowSkyBox( InputArg );
end
--ÁöÁ¤ÇÑ À§Ä¡¿¡ ¾ÆÀÌÅÛÀ» ½ºÆù½ÃŲ´Ù.
function LuaItemSpawn( ArcadeSystem, HostController, u32ItemID, bRandomShow, fPosX, fPosY, fPosZ, fDirX, fDirY, fDirZ )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "ITEM_ID", u32ItemID );
InputArg:PushLBool( "RANDOM_SHOW", bRandomShow );
InputArg:PushLFloat( "POS_X", fPosX );
InputArg:PushLFloat( "POS_Y", fPosY );
InputArg:PushLFloat( "POS_Z", fPosZ );
InputArg:PushLFloat( "DIR_X", fDirX );
InputArg:PushLFloat( "DIR_Y", fDirY );
InputArg:PushLFloat( "DIR_Z", fDirZ );
HostController:SpawnItem( InputArg );
end
--ƯÁ¤ ³ëµå¿¡ ¾ÆÀÌÅÛÀ» ½ºÆù½ÃŲ´Ù.
function LuaItemSpawnByNode( ArcadeSystem, HostController, u32ItemID, bRandomShow, strSpawnNode )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "ITEM_ID", u32ItemID );
InputArg:PushLBool( "RANDOM_SHOW", bRandomShow );
InputArg:PushLStr( "SPAWN_NODE", strSpawnNode );
HostController:SpawnItembyNode( InputArg );
end
--AI¾×ÅÍÀÇÀ§Ä¡¿¡ ¾ÆÀÌÅÛÀ» ½ºÆù½ÃŲ´Ù.
function LuaItemSpawnByAIActor( ArcadeSystem, HostController, u32ItemID, bRandomShow, pAIActor )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLU32( "ITEM_ID", u32ItemID );
InputArg:PushLBool( "RANDOM_SHOW", bRandomShow );
InputArg:PushLVoid( "AI_ACTOR", pAIActor );
HostController:SpawnItemByAIActor( InputArg );
end
--½ºÆùµÈ ¾ÆÀÌÅÛµéÀ» ¸ðµÎ Áö¿î´Ù.
function LuaRemoveAllItem( ArcadeSystem, HostController )
HostController:RemoveAllItem();
end
--ƯÁ¤³ëµå¿¡ player¸¦ ½ºÆù½ÃŲ´Ù.
function LuaPlayerSpawnByNode( ArcadeSystem, HostController, strSpawnNode )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "SPAWN_NODE", strSpawnNode );
HostController:PlayerSpawnByNode( InputArg );
end
--ƯÁ¤ÁÂÇ¥¿¡ ai¸¦ ¼ÒȯÇÑ´Ù.
function LuaSpawnAIActor( ArcadeSystem, HostController, strAITypeName, strActorTypeName, fPosX, fPosY, fPosZ, fDirX, fDirY, fDirZ )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "AI_TYPE", strAITypeName );
InputArg:PushLStr( "ACTOR_TYPE", strActorTypeName );
InputArg:PushLFloat( "POS_X", fPosX );
InputArg:PushLFloat( "POS_Y", fPosY );
InputArg:PushLFloat( "POS_Z", fPosZ );
InputArg:PushLFloat( "DIR_X", fDirX );
InputArg:PushLFloat( "DIR_Y", fDirY );
InputArg:PushLFloat( "DIR_Z", fDirZ );
HostController:SpawnAIActor( InputArg );
end
--ƯÁ¤³ëµå¿¡ ai¸¦ ¼ÒȯÇÑ´Ù.
function LuaSpawnAIActorByNode( ArcadeSystem, HostController, strAITypeName, strActorTypeName, strSpawnNode )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "AI_TYPE", strAITypeName );
InputArg:PushLStr( "ACTOR_TYPE", strActorTypeName );
InputArg:PushLStr( "SPAWN_NODE", strSpawnNode );
HostController:SpawnAIActorByNode( InputArg );
end
--ƯÁ¤¾×ÅÍÀÇ À§Ä¡¿¡ ai¸¦ ¼ÒȯÇÑ´Ù.
function LuaSpawnAIActorByActorPos( ArcadeSystem, HostController, strAITypeName, strActorTypeName, pActor )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "AI_TYPE", strAITypeName );
InputArg:PushLStr( "ACTOR_TYPE", strActorTypeName );
InputArg:PushLVoid( "TARGET_ACTOR", pActor );
HostController:SpawnAIActorByActorPos( InputArg );
end
--ÇØ´ç ŸÀÔÀÇ ¸ðµç ai¸¦ ¾ø¿£´Ù.
function LuaRemoveAllAIActorByType( ArcadeSystem, HostController, strAITypeName )
InputArg = ArcadeSystem:GetInputArg();
InputArg:PushLStr( "AI_TYPE", strAITypeName );
HostController:RemoveAllAIActorByType( InputArg );
end
--¸ðµç ai¸¦ ¾ø¿£´Ù.
function LuaRemoveAllAIActor( ArcadeSystem, HostController )
HostController:RemoveAllAIActor();
end
--ÁöÁ¤ÇÑ ¾×Å͸¦ °ø°Ý
function Command_Attack( pAIActor, pTargetActor, szAttackType, bRotateToTarget, fAimOffset )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "ATTACK" );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLStr( "ATTACK_TYPE", szAttackType );
Arg:SetLBool( "ROTATE_TO_TARGET", bRotateToTarget );
Arg:SetLFloat( "AIM_OFFSET", fAimOffset );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ À§Ä¡·Î À̵¿Çϸé¼* °ø°Ý
function Command_MovingAttack_ToPos( pAIActor, u32CommandTime, pTargetActor, szAttackType, bRotateToTarget, fTargetPosX, fTargetPosY, fTargetPosZ, fOffsetPosX, fOffsetPosZ, fAimOffset )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVINGATTACK_POS" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLStr( "ATTACK_TYPE", szAttackType );
Arg:SetLBool( "ROTATE_TO_TARGET", bRotateToTarget );
Arg:SetLFloat( "TARGETPOS_X", fTargetPosX );
Arg:SetLFloat( "TARGETPOS_Y", fTargetPosY );
Arg:SetLFloat( "TARGETPOS_Z", fTargetPosZ );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
Arg:SetLFloat( "AIM_OFFSET", fAimOffset );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ³ëµåÀ§Ä¡·Î À̵¿Çϸé¼* °ø°Ý
function Command_MovingAttack_ToNode( pAIActor, u32CommandTime, pTargetActor, szAttackType, bRotateToTarget, szNode, fOffsetPosX, fOffsetPosZ, fAimOffset )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVINGATTACK_NODE" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLStr( "ATTACK_TYPE", szAttackType );
Arg:SetLBool( "ROTATE_TO_TARGET", bRotateToTarget );
Arg:SetLStr( "NODE_NAME", szNode );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
Arg:SetLFloat( "AIM_OFFSET", fAimOffset );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ¾×Å͸¦ ÇâÇØ À̵¿Çϸé¼* °ø°Ý
function Command_MovingAttack_ToActor( pAIActor, u32CommandTime, pTargetActor, szAttackType, bRotateToTarget, fOffsetPosX, fOffsetPosZ, fAimOffset )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVINGATTACK_ACTOR" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLStr( "ATTACK_TYPE", szAttackType );
Arg:SetLBool( "ROTATE_TO_TARGET", bRotateToTarget );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
Arg:SetLFloat( "AIM_OFFSET", fAimOffset );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ¾×ÅÍ ¹Ý´ë¸¦ ÇâÇØ À̵¿Çϸé¼* °ø°Ý
function Command_BackMovingAttack_ToActor( pAIActor, u32CommandTime, pTargetActor, szAttackType, bRotateToTarget, fMoveDist, fOffsetPosX, fOffsetPosZ, fAimOffset )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "BACKMOVINGATTACK_ACTOR" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLStr( "ATTACK_TYPE", szAttackType );
Arg:SetLBool( "ROTATE_TO_TARGET", bRotateToTarget );
Arg:SetLFloat( "COMMON_VALUE_3", fMoveDist );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
Arg:SetLFloat( "AIM_OFFSET", fAimOffset );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ À§Ä¡·Î À̵¿
function Command_Move_ToPos( pAIActor, u32CommandTime, fTargetPosX, fTargetPosY, fTargetPosZ, fOffsetPosX, fOffsetPosZ )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVE_POS" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetLFloat( "TARGETPOS_X", fTargetPosX );
Arg:SetLFloat( "TARGETPOS_Y", fTargetPosY );
Arg:SetLFloat( "TARGETPOS_Z", fTargetPosZ );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ³ëµåÀ§Ä¡·Î À̵¿
function Command_Move_ToNode( pAIActor, u32CommandTime, szNode, fOffsetPosX, fOffsetPosZ )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVE_NODE" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetLStr( "NODE_NAME", szNode );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
pAIActor:Command();
end
--°¡±î¿î °ø°ÝÀ§Ä¡·Î À̵¿
function Command_Move_ToAttackArea( pAIActor, u32CommandTime,fOffsetPosX, fOffsetPosZ )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVE_ATTACKAREA" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
pAIActor:Command();
end
--°¡±î¿î ¼öºñÀ§Ä¡·Î À̵¿
function Command_Move_ToDefenseArea( pAIActor, u32CommandTime,fOffsetPosX, fOffsetPosZ )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVE_DEFENSEAREA" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ¾×Å͸¦ ÇâÇØ À̵¿
function Command_Move_ToActor( pAIActor, u32CommandTime, pTargetActor, fOffsetPosX, fOffsetPosZ )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "MOVE_ACTOR" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ¾×ÅÍ ¹Ý´ë¸¦ ÇâÇØ À̵¿
function Command_BackMove_ToActor( pAIActor, u32CommandTime, pTargetActor, fMoveDist, fOffsetPosX, fOffsetPosZ )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "BACKMOVE_ACTOR" );
Arg:SetLU32( "COMMAND_TIME", u32CommandTime );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLFloat( "COMMON_VALUE_3", fMoveDist );
Arg:SetLFloat( "COMMON_VALUE_1", fOffsetPosX );
Arg:SetLFloat( "COMMON_VALUE_2", fOffsetPosZ );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ³ëµå·Î ¼ø°£ À̵¿
function Command_Teleport_ToNode( pAIActor, szNode )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "TELEPORT_NODE" );
Arg:SetLStr( "NODE_NAME", szNode );
pAIActor:Command();
end
--ÇöÀç À§Ä¡¿¡¼* ´ë±â
function Command_Stop( pAIActor )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "STOP" );
pAIActor:Command();
end
--Á×À½
function Command_Death( pAIActor )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "DEATH" );
pAIActor:Command();
end
--ȸÇÇ
function Command_Dodge( pAIActor, bLeft )
fDodgeDirValue = 1;
if bLeft == false then
fDodgeDirValue = -1;
end
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "DODGE" );
Arg:SetLFloat( "COMMON_VALUE_1", fDodgeDirValue );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ¾×Å͸¦ Á¤¸éÀ¸·Î ¹Ù¶óº¸°í ȸÇÇ
function Command_Dodge_ToActor( pAIActor, pTargetActor, bLeft )
fDodgeDirValue = 1;
if bLeft == false then
fDodgeDirValue = -1;
end
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "DODGE_ACTOR" );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLFloat( "COMMON_VALUE_1", fDodgeDirValue );
pAIActor:Command();
end
--ÁöÁ¤ÇÑ ¾×ÅÍ¿¡°Ô ¹ÙÀε彺ųÀ» »ç¿ë
function Command_SkillBind( pAIActor, pTargetActor, fAimOffset )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "SKILL_BIND" );
Arg:SetActor( "TARGET_ACTOR", pTargetActor );
Arg:SetLFloat( "AIM_OFFSET", fAimOffset );
pAIActor:Command();
end
--Åõ¸íÈ*½ºÅ³ ¿Â¿ÀÇÁ
function Command_SkillInvisible( pAIActor, bOnOff )
fOnOffValue = 1;
if bOnOff == false then
fOnOffValue = -1;
end
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "SKILL_INVISIBLE" );
Arg:SetLFloat( "COMMON_VALUE_1", fOnOffValue );
pAIActor:Command();
end
--AIÀÇ HP¸¦ º¯°æ
function Command_ChangeHP( pAIActor, fHPRate )
Arg = pAIActor:GetArg();
Arg:SetLStr( "COMMAND", "CHANGE_HP" );
Arg:SetLFloat( "COMMON_VALUE_1", fHPRate );
pAIActor:Command();
end
Happy Capsule farming
regards,
GLaDOS
ps. i Added a backup for those who forget to backup