Re: Actor requiring a certain device to activate?
Remote-control device shouldn't be too hard - script on the robot, check if all actors on their team have the device, or check if the device is lying around in the scene somewhere. You can use
Code:
ToActor(self):GetController():SetState(Controller.BODY_JUMP,false);
To stop the actor from jumping. You can see a list of controller states
here.Non-lethal head loss can be done by having a null-sprite head and giving it an attachable that has the actual head sprite - when the attachable is destroyed, the actor will appear "headless". The actor can have a script to check whether or not the fake head is still attached, and then do things based on that.
Keep in mind there's a bug with Lua pointers to MOs getting scrambled whenever something in the game gibs/dies, so you want to make sure you're constantly verifying that the pointer is to the correct thing (UniqueID check would probably be fine for a GetsHitByMOs = 1 MO).