Closed SuperHighVoltage closed 6 months ago
* All done *
Here are a few more I came across:
ACT_BUNKER_GUN_ACTIVATE ACT_BUNKER_GUN_ACTIVATE_IDLE ACT_BUNKER_GUN_FIRE ACT_BUNKER_GUN_INACTIVE_IDLE ACT_BUNKER_GUN_RETRACT
ACT_CEILING_TURRET_CLOSE ACT_CEILING_TURRET_CLOSE_IDLE ACT_CEILING_TURRET_DRYFIRE ACT_CEILING_TURRET_FIRE ACT_CEILING_TURRET_OPEN ACT_CEILING_TURRET_OPEN_IDLE ACT_CEILING_TURRET_RELOAD
ACT_FLOOR_TURRET_CLOSE ACT_FLOOR_TURRET_CLOSE_IDLE ACT_FLOOR_TURRET_FIRE ACT_FLOOR_TURRET_OPEN ACT_FLOOR_TURRET_OPEN_IDLE
ACT_GROUND_TURRET_CLOSE_IDLE
ACT_COMBINE_CAMERA_CLOSE ACT_COMBINE_CAMERA_CLOSE_IDLE ACT_COMBINE_CAMERA_OPEN_IDLE
I can't do that easily because those NPC activities are registered separately from other activities, if I register them like any other activity, there will be conflicts and NPCs will break. I'll try to look for a proper solution but just keep in mind that it's not as easy as adding new enums.
Okay, thanks for having a look.
I'm just going to bump this to see if there is any news
Added the following functions: util.GetActivityNameByID util.GetActivityIDByName
They should enable you to do what you wish, I think?
Here are a bunch of ACT enums that should be added from a bunch of default NPCs.