Quote:
Originally posted by -Ramirez-
if (playertouchsme) only triggers when the obvious happens: the player touches the NPC, not the other way around. To do what you're wanting, you would need to have a timeout constantly check the distance of the player from the NPC, as was already mentioned. However, use 0.5 at the end of that formula rather than (1/2). There's no need for extra calculation there.
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o_O Why can't you just use testplayer to see if it is close enough to touch the npc