Alrighty, I feel like I'm asking a lot of questions on here lately, so please forgive me if I'm being annoying with my questions!
Anyway, this question isn't any more complicated than what's in the title. Let's say I want to build a custom AI script for an enemy, except the enemy is instantiated into the scene so I can't just have an actionlist handle it, since actionlists only work for objects that are already in the scene. Making sense? I hope so.
So then I would want to write a script that would, for example, (at an appropriate time decided through the script) move the enemy over to a random point. At this point, this enemy would be in the scene, so I would then want to basically call the "Character:Move to Point" action in my script and be able to assign the values. I'm imagining something like this: "ActionCharPathFind(false, charToMove, markerToReach, walk, true, false, false);" Where you call the "action" and send the variables that it needs to run along with it from another script. Is that, in any way, a possibility? Or is there another way to go about using an action on an instantiated character? (Other than the player)?
Sorry, hopefully I'll get all these bugs worked out soon and stop asking weird questions on here! But thanks a ton for all the help! And for taking the time to read this!
Comments
Take a look at these tutorials:
http://www.adventurecreator.org/tutorials/referencing-scene-objects-actionlist-assets
http://www.adventurecreator.org/tutorials/referencing-scene-objects-actionlist-assets-2
http://www.adventurecreator.org/tutorials/introduction-parameters
To execute an actionlist from a script you could just call its interact() method... but I don't know how to pass params as I've never used it.