function Gm_ops_cmd(LuaAI,player,args,type) if args == "EMOTE_ONESHOT_BOW" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_BOW) end elseif args == "EMOTE_ONESHOT_WAVE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_WAVE) end elseif args == "EMOTE_ONESHOT_CHEER" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_CHEER) end elseif args == "EMOTE_ONESHOT_EXCLAMATION" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_EXCLAMATION) end elseif args == "EMOTE_STATE_SLEEP" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SLEEP) end elseif args == "EMOTE_ONESHOT_QUESTION" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_QUESTION) end elseif args == "EMOTE_ONESHOT_EAT" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_EAT) end elseif args == "EMOTE_STATE_DANCE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_DANCE) end elseif args == "EMOTE_ONESHOT_LAUGH" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH) end elseif args == "EMOTE_STATE_SIT" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SIT) end elseif args == "EMOTE_ONESHOT_RUDE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_RUDE) end elseif args == "EMOTE_ONESHOT_ROAR" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ROAR) end elseif args == "EMOTE_ONESHOT_KNEEL" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_KNEEL) end elseif args == "EMOTE_ONESHOT_KISS" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_KISS) end elseif args == "EMOTE_ONESHOT_CRY" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_CRY) end elseif args == "EMOTE_ONESHOT_CHICKEN" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_CHICKEN) end elseif args == "EMOTE_ONESHOT_BEG" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_BEG) end elseif args == "EMOTE_ONESHOT_APPLAUD" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_APPLAUD) end elseif args == "EMOTE_ONESHOT_SHOUT" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SHOUT) end elseif args == "EMOTE_ONESHOT_FLEX" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_FLEX) end elseif args == "EMOTE_ONESHOT_SHY" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SHY) end elseif args == "EMOTE_ONESHOT_POINT" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_POINT) end elseif args == "EMOTE_STATE_STAND" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_STAND) end elseif args == "EMOTE_STATE_READYUNARMED" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_READYUNARMED) end elseif args == "EMOTE_STATE_POINT" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_POINT) end elseif args == "EMOTE_STATE_NONE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_NONE) end elseif args == "EMOTE_ONESHOT_WOUND" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_WOUND) end elseif args == "EMOTE_ONESHOT_WOUNDCRITICAL" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_WOUNDCRITICAL) end elseif args == "EMOTE_ONESHOT_ATTACKUNARMED" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ATTACKUNARMED) end elseif args == "EMOTE_ONESHOT_ATTACK1H" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ATTACK1H) end elseif args == "EMOTE_ONESHOT_ATTACK2HTIGHT" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ATTACK2HTIGHT) end elseif args == "EMOTE_ONESHOT_ATTACK2HLOOSE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ATTACK2HLOOSE) end elseif args == "EMOTE_ONESHOT_PARRYUNARMED" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_PARRYUNARMED) end elseif args == "EMOTE_ONESHOT_PARRYSHIELD" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_PARRYSHIELD) end elseif args == "EMOTE_ONESHOT_READYUNARMED" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_READYUNARMED) end elseif args == "EMOTE_ONESHOT_READY1H" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_READY1H) end elseif args == "EMOTE_ONESHOT_LAUGH" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH) end elseif args == "EMOTE_ONESHOT_READYBOW" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_READYBOW) end elseif args == "EMOTE_ONESHOT_SPELLPRECAST" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SPELLPRECAST) end elseif args == "EMOTE_ONESHOT_SPELLCAST" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SPELLCAST) end elseif args == "EMOTE_ONESHOT_BATTLEROAR" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_BATTLEROAR) end elseif args == "EMOTE_ONESHOT_SPECIALATTACK1H" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SPECIALATTACK1H) end elseif args == "EMOTE_ONESHOT_ATTACKTHROWN" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ATTACKTHROWN) end elseif args == "EMOTE_STATE_STUN" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_STUN) end elseif args == "EMOTE_STATE_DEAD" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_DEAD) end elseif args == "EMOTE_ONESHOT_SALUTE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SALUTE) end elseif args == "EMOTE_STATE_KNEEL" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_KNEEL) end elseif args == "EMOTE_STATE_USESTANDING" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_USESTANDING) end elseif args == "EMOTE_ONESHOT_WAVE_NOSHEATHE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_WAVE_NOSHEATHE) end elseif args == "EMOTE_ONESHOT_CHEER_NOSHEATHE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_CHEER_NOSHEATHE) end elseif args == "EMOTE_ONESHOT_EAT_NOSHEATHE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_EAT_NOSHEATHE) end elseif args == "EMOTE_STATE_STUN_NOSHEATHE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_STUN_NOSHEATHE) end elseif args == "EMOTE_ONESHOT_DANCE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_DANCE) end elseif args == "EMOTE_ONESHOT_SALUTE_NOSHEATH" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SALUTE_NOSHEATH) end elseif args == "EMOTE_STATE_USESTANDING_NOSHEATHE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_USESTANDING_NOSHEATHE) end elseif args == "EMOTE_ONESHOT_LAUGH_NOSHEATHE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH_NOSHEATHE) end elseif args == "EMOTE_STATE_WORK_NOSHEATHE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_WORK_NOSHEATHE) end elseif args == "EMOTE_STATE_SPELLPRECAST" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SPELLPRECAST) end elseif args == "EMOTE_ONESHOT_READYRIFLE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_READYRIFLE) end elseif args == "EMOTE_ONESHOT_LAUGH" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH) end elseif args == "EMOTE_STATE_READYRIFLE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH) end elseif args == "EMOTE_STATE_WORK_NOSHEATHE_MINING" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_WORK_NOSHEATHE_MINING) end elseif args == "EMOTE_STATE_WORK_NOSHEATHE_CHOPWOOD" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_WORK_NOSHEATHE_CHOPWOOD) end elseif args == "EMOTE_zzOLDONESHOT_LIFTOFF" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_zzOLDONESHOT_LIFTOFF) end elseif args == "EMOTE_ONESHOT_LIFTOFF" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LIFTOFF) end elseif args == "EMOTE_ONESHOT_YES" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_YES) end elseif args == "EMOTE_ONESHOT_NO" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_NO) end elseif args == "EMOTE_ONESHOT_TRAIN" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_TRAIN) end elseif args == "EMOTE_ONESHOT_LAND" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAND) end elseif args == "EMOTE_STATE_READY1H" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_READY1H) end elseif args == "EMOTE_STATE_AT_EASE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_AT_EASE) end elseif args == "EMOTE_STATE_SPELLKNEELSTART" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SPELLKNEELSTART) end elseif args == "EMOTE_STATE_SUBMERGED" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SUBMERGED) end elseif args == "EMOTE_ONESHOT_SUBMERGE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SUBMERGE) end end end register_lua_script_command(".opcode","gm_ops_cmd") Lua Error Cart use ARGs