• Other players see nextbot doing wrong animations.
    0 replies, posted
I made a nextbot that is supposed to stand there (until activated) however, when I brought my friend into a server and spawned it, he said that it was doing a sitting animation. But standing when he spawned it. I will post a picture of what he saw below. https://cdn.discordapp.com/attachments/411709223655833603/413147773320560660/Screenshot_19.png Now for me he does an idle pose, I will post his RunBehavior function below.     function ENT:RunBehaviour()         -- This function is called when the entity is first spawned, it acts as a giant loop that will run as long as the NPC exists         while ( true )  do             -- Lets use the above mentioned functions to see if we have/can find a enemy             while ( self:HaveEnemy() ) and (!self.Recruited) or (self.NoRecruiter) and (self:GetEnemy():IsValid()) do                 coroutine.yield()                 -- Now that we have a enemy, the code in this block will run                 for p, ply in pairs( player.GetAll() ) do                     if ( self:GetEnemy():EyePos():Distance( self:EyePos() ) <= 200 ) then                         self:SetEyeTarget( self:GetEnemy():EyePos() )                         break                     end                 end                 if (!self:HaveTarget()) then                     self.loco:FaceTowards(self:GetEnemy():GetPos())   -- Face our enemy                 end                 self.loco:SetDesiredSpeed(0)                 self:StartActivity(ACT_IDLE_RPG)                 if (self:HaveTarget()) and self.Target:GetPos():Distance(self:GetPos())<=3000 and self.Target:Health() > 0 then                      self:StartActivity(ACT_RANGE_ATTACK_AR2)                     self.loco:FaceTowards(self.Target:GetPos())                     self.loco:SetDesiredSpeed(0)                     if (!self.Shooting) and self.Target:Health() > 0 then                         local angle = self.Target:GetPos() - self:GetPos() + Vector(0,0,-10)                         self.Shooting = true                         self:MuzzleFlash()                         if self.Target:Health() <= 0  then self.Target = nil                         end                         local bullet = {}                             bullet.Num = 1                             bullet.Src = self:WorldSpaceCenter() + Vector(0,-1.4,1.5)                             bullet.Dir = angle:GetNormalized()                             bullet.Spread = Vector( .1 , .1 , 1)                             bullet.Force = 5                             bullet.Damage = 8                             bullet.AmmoType = "AR2"                             bullet.Tracer = 1                             bullet.Callback = function( attacker, tr, dmginfo )                                 dmginfo:SetDamageType( DMG_BULLET )                             end                             self:EmitSound( Sound( "weapons/ar2/fire1.wav" ), 75, 100, .5, CHAN_AUTO )                             timer.Simple(.1, function()                                 self.Shooting = false                             end)                         self:FireBullets( bullet )                         if self.Target:Health() <= 0  then self.Target = nil                         end                     end                 end                     end             while ( !self:HaveEnemy() ) do                 self:StartActivity( ACT_IDLE_RPG )                 coroutine.yield()             end             if ( self.loco:IsStuck() ) then                 self:HandleStuck();                 return "stuck"             end That is the part of it that impacts this, as the next part does not. Anyway, if you know why he is sitting in that picture please help me out. Many thanks in advance.
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