Post some code
This is how i would do this
Have Shelob spawn an invisible object , then that dies into an egg ,then that dies into a spidering
test at each stage , by checking the spawned items i.e replace the final item by with Aragorn and see if that is where the crash is
Make the invisible object visible by giving it a model for testing
Here is a bit of code for the invisible object
Then you would have make your OCL's in the necessary way
Nice idea BTW
Object GandalfFakeHeal
CanPathThroughGates = Yes
CommandPoints = 0
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = NONE
;ParticleSysBone = NONE FireSmokeMedium ; remove ; to test
End
End
; ***DESIGN parameters ***
Side = Men
IsTrainable = No
EditorSorting = UNIT
ThingClass = HORDE_UNIT
TransportSlotCount = 1
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
VisionRange = 121
DisplayName = OBJECT:Prop
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***
VoiceSelect = NoSound
VoiceMove = NoSound
VoiceAttack = NoSound
VoiceFear = NoSound
VoiceGuard = NoSound
; SoundDie = NoSound
; SoundDieFire = NoSound
SoundStealthOn = NoSound
SoundStealthOff = NoSound
UnitSpecificSounds
VoiceGarrison = NoSound
VoiceEnter = NoSound
VoiceEnterHostile = NoSound
VoiceGetHealed = NoSound
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD SHRUBBERY OPTIMIZED_PROP PATH_THROUGH_EACH_OTHER IGNORED_IN_GUI NO_BASE_CAPTURE IGNORE_FOR_VICTORY UNATTACKABLE NOT_AUTOACQUIRABLE
Body = ActiveBody ModuleTag_02
MaxHealth = 10 ;BALANCE Townsman Health
MaxHealthDamaged = 5
RecoveryTime = 5000
End
Behavior = AnimalAIUpdate ModuleTagWanderAround
FleeRange = 50 ; how close enemies have to be before we panic
FleeDistance = 100 ; how far the animal will run once spooked
WanderPercentage = 5 ;percentage of the time we should move
MaxWanderDistance = 50 ;maximum distance to move at once
MaxWanderRadius = 40 ; how far to wander on our own
UpdateTimer = 10000 ; temp disable 11 ; how often do we want to check for enemies
End
BountyValue = 25
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
; This one displays the timer, but the one in the uint does the work
MinLifetime = 18000
MaxLifetime = 360000
DeathType = FADED
End
LocomotorSet
Locomotor = WargLocomotor
Condition = SET_NORMAL
Speed = 80 ;80
End
Behavior = PhysicsBehavior ModuleTag_04
End
Behavior = SlowDeathBehavior ModuleTag_FadeoutDeath
DeathTypes = NONE +FADED
DeathFlags = DEATH_1
FadeDelay = 0
FadeTime = 3500
DestructionDelay = 4000
OCL = INITIAL OCL_AnewThing
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -FADED
SinkDelay = 3000
SinkRate = 0.70 ; in Dist/Sec
DestructionDelay = 8000
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = SlavedUpdate ModuleTag_Slave
GuardMaxRange = 250
GuardWanderRange = 30
End
Geometry = CYLINDER
GeometryMajorRadius = 0.8
GeometryHeight = 0.8
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 8
ShadowSizeY = 4
ShadowTexture = ShadowI
End