Originally Posted by VendorX
Thanks alot, now it works as it should again
But, it still doesnt use the shoot statement, i have created custom weapon class for it, with instant hit dmg, but i thought it should give some feedback on the dmg without that. i might be wrong, so, now it follows as it should, but the shoot statement never triggs in the pawn.
Because, in the idle state, shouldnt the player response to
local Rotator final_rot;
final_rot = Rotator(vect(0,0,1)); //Look straight up
Sleep(1); //Give the pawn the time to stop.
Instead of follow? because i want the pawn to attack, when im seen. it still doesnt do that.
auto state Idle
event SeePlayer (Pawn Seen)
target = Seen;
if( Target != None )