Signal.Gesture List of types
Anyone know where i can get a list of Signal.Gesture?
i guess im looking for the Attack. i am trying to get him to swing tool in hand
Are you looking for npc.SignalBroadcast(BaseEntity.Signal.Attack, string.Empty, null); ?
Tryed that he does not swing but
npc.SignalBroadcast(BaseEntity.Signal.Gesture, "pickup_item");   
Works..
Any other ideas?
Lots. You trying to write GuardBots? :P
Look into ServerUse_Strike.
Kind of im using the humanNPC and making some modifactions.
Im not the best at programing so i always look for examples..
i decompiled and looking at ServerUse_Strike but im lost with out an example.
Everything you need to do this is in ServerUse_Strike.

You can use JustDecompile, or similar, to see when it's called and why.
I see.
    public void ServerUse_Strike()
    {
        BasePlayer ownerPlayer = base.GetOwnerPlayer();
        if (ownerPlayer == null)
        {
            return;
        }
        Vector3 vector3 = ownerPlayer.eyes.position;
        Vector3 vector31 = ownerPlayer.eyes.BodyForward();
        int num = 0;
        while (num < 2)
        {
            List<RaycastHit> list = Pool.GetList<RaycastHit>();
            GamePhysics.TraceAll(new Ray(vector3 - (vector31 * (num != 0 ? 0.2f : 0f)), vector31), (num != 0 ? this.attackRadius : 0f), list, this.effectiveRange + 0.2f, 1085483793, 0);
            bool flag = false;
            for (int i = 0; i < list.Count; i++)
            {
                RaycastHit item = list[i];
                BaseEntity entity = item.GetEntity();
                if (entity != null)
                {
                    if (!(entity != null) || !(entity == ownerPlayer) && !entity.EqualNetID(ownerPlayer))
                    {
                        if (!(entity != null) || !entity.isClient)
                        {
                            if (entity.Categorize() != ownerPlayer.Categorize())
                            {
                                float single = 0f;
                                foreach (DamageTypeEntry damageType in this.damageTypes)
                                {
                                    single += damageType.amount;
                                }
                                entity.OnAttacked(new HitInfo(this, entity, DamageType.Slash, single * this.npcDamageScale));
                                HitInfo _point = Pool.Get<HitInfo>();
                                _point.HitPositionWorld = item.get_point();
                                _point.HitNormalWorld = -vector31;
                                if (entity is BaseNpc || entity is BasePlayer)
                                {
                                    _point.HitMaterial = StringPool.Get("Flesh");
                                }
                                else
                                {
                                    _point.HitMaterial = StringPool.Get((item.GetCollider().get_sharedMaterial() == null ? "generic" : item.GetCollider().get_sharedMaterial().GetName()));
                                }
                                Effect.server.ImpactEffect(_point);
                                Pool.Free<HitInfo>(ref _point);
                                flag = true;
                                if (!(entity != null) || entity.ShouldBlockProjectiles())
                                {
                                    break;
                                }
                            }
                        }
                    }
                }
            }​


Merged post

if ya could throw me an example to just one of the calls?