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