"Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live."
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Contact Support - Help Center Get help on the UGX Discord. Join it now!UseTriggerRequireLookAt();
Hide();
nodeOccupied = ai IsNodeOccupied(node); //determines if a pathnode is occupied by an AI and stores the result in nodeOccupied
ai.ignoreSuppression = true; //makes the AI suppression from weapons
trigger UseTriggerRequireLookAt();//makes it so the player must look directly at the trigger to use it
model Hide();//makes any world entity invisible to the player, don't know if it removes collision of the entity