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Everything posted by STRUNK

  1. Oh great Jedi!! Thanx for the mission. I found the fireflies already : ) Now for the rest of the mission ..
  2. @datiswous Could you share your .map file here?
  3. Looking at the rats anims there is no anim turn so I guess that is not needed for making turns when following paths? (Can rats follow paths?): anim idle models/md5/chars/simple_animals/ratz/rat_idle2.md5anim anim idle2 models/md5/chars/simple_animals/ratz/rat_idle1.md5anim anim walk_blind models/md5/chars/simple_animals/ratz/rat_idle2.md5anim // grayman #2469 anim walk models/md5/chars/simple_animals/ratz/rat_walk.md5anim { frame 1 footstep frame 11 footstep } anim walk2 models/md5/chars/simple_animals/ratz/rat_scamper_01.md5anim { frame 1 footstep frame 11 footstep } //anim run models/md5/chars/simple_animals/ratz/rat_scamper_01.md5anim anim run models/md5/chars/simple_animals/ratz/rat_walk.md5anim { frame 1 footstep frame 11 footstep } anim search models/md5/chars/simple_animals/ratz/rat_walk.md5anim { frame 3 footstep frame 11 footstep } anim melee_attack1 models/md5/chars/simple_animals/ratz/rat_scamper_01.md5anim { frame 1 footstep frame 11 footstep } anim sight models/md5/chars/simple_animals/ratz/rat_idle1.md5anim { frame 2 sound_voice snd_sight } @datiswous Maybe with the half size aas and size the turning on paths works better?
  4. @datiswous I've been looking at the aas and stuff again and came up with the following, that seems to be working as is should For the Bat: "use_aas" "aas48" "size" "48 48 48" "mins" "-24 -24 0" "maxs" "24 24 48" For the BatSmall: "use_aas" "aas32" "size" "32 32 32" "mins" "-16 -16 0" "maxs" "16 16 32" I will update the download in the first post also tdm_ai_bat.def
  5. For me too, up to size 94 94 94. I don' understand but it works. Without the mins and max, do the bats in your map get in the walls/floor/ceiling with their bodies/wings sometimes?
  6. I tried different things with the mins and max and non of it works ... so how to make sort of a box around the bats that does work? When I also comment out the size, the map wil also not load with the message cannot use aas96
  7. I thought I fixed it too then, but aparently I typed aas96 wrong. size above 94 94 94 doesn't seem to work .. ok. But I commentend out the mins and max now and the bats are getting in the ground a bit. The mins and max prevent the bat from doing that so the bat needs that right? But does it need the size?
  8. Hmm ... I had all sorts of problems with aas where my map didn't even start: "can't use aas*" When I change it to aas96 my map doesn't start again. aas_96 is incorrect indeed so something is going wrong with aas things .. but where?
  9. It does, and I don't know how to get rid of it.
  10. The box around the bat is bigger then the bat itself, so they don't go with their wings in the wall and not with their body in the ground when they do the dive anim. I noticed when I put them in a map too close too the wall, floor, ceiling, they go through it, like putting a builder in with their legs in the ground a bit. Maybe that is causing this in your small space? I really don't know how that works or should unfortunately.
  11. I don't know what causes that. Anyone?
  12. Yes, although I haven't tested the bats with paths (I haven't ever done something with paths) When you open the .def file of the bat there are some spawnargs commented out (with // in front): "patrol" "1" // "wander" "1" // "if set to 1, visit path_* targets randomly, otherwise visit them in order." // "wait" "0" // "How long to wait before following path. Monster will be unresponsive until this time has passed." "animal_patrol" "1" "animal_patrol_wait" "0" //New float to adjust wait time in animal_patrol mode before choosing a new destination. You can change the spawnargs in the .def file, and reload defs in DR, (removing the // in front wil have them be read by the game). Or you can chnge them in the entity inpector in DR. For following paths "animal_patrol" should be "0" and "patrol" "1". I think "wait" should be "0" also, otherwise bats might wait too long at reached path nodes.
  13. You are more then welcome experiment with that wous : ) I think in combination with a blinding effect , then spawning a vampire at the bats location, this shouldn't be that difficult. You could also have vampires turn into bats when you shoot them I guess.
  14. No. In my own tests it didn't.
  15. Lets test some bats! You'll need at least version 2.10b5 for testing (Dragofer added "animal_patrol_wait" which is needed properly behaving bats). I've tested the bats in my testmap and now they are ready to be let loose and tested in your maps to see if everything works as it should. Think about free roaming in (very) large spaces and small spaces. Also maybe have them follow paths, I didn't test that, and other things you can think of. The bat can by default be killed but has no ragdoll, instead it has a deathScript that makes the bat disappear with a visual effect. Maybe someone wants to make a ragdoll for it? Set spawnarg "noDamage" to "1" to have invincible bats. The blender files can be downloaded here: https://cdn.discordapp.com/attachments/815315205483397142/936191315845206046/Bat2.0_Blender_Files.rar The files needed to have bats in your map are in the attachment. There are 2 different sized bats and there is also a red test skin for both. I added the original tdm_mage_effects.fx file in the fx folder as an example how it works so you can easely make your own visual effect for the bats deathScript, if you wish. Update 2.01: Fixed aas,size,mins,maxs in the .def. Should work fine now, I hope. Bat2.01.rar
  16. environmental After that there wil be giraffess ... lol. No there won't be : P Dragofer made a change in the AnimalPatrolTask.cpp that is already available in the latest source code, but not yet as a normal upate via the installer, as far as I understand. It will be a new feature in 2.10, where the wait time between destination reached and going to a new destination, in animal patrol mode, can be altert. The bats 2.0 (Bat AI) need this feature "animal_patrol_wait" set to "0" otherwise they go into a pause in mid air. When this update is available for everyone the bats will go into beta. For the owl I need to make different wings because they need to be able to be folded and unfolded like (real) bird wings, so owls can idle on rooftops and such, but can also fly away, and land. Owls should be just idle or "patrol" via paths, unlike bats (so not in animal patrol). Also the texturing/texture map/UV map for the owl will be quite a challenge, for I have never really done that before and it should look fairly detailed, unlike bats, because people will take their monoculars to look at them, and maybe mappers want to have owls deliver messages or use them in intro/cut/outro scenes. so they must look good upclose. That said, I also have an idea for a flying AI, mainly targeted at flying animal patrol, that is a simple as can be, and has no visual aspects but wil be an AI/bone where you van bind an entity to. This can be used for just environmental "decoration", like fireflies and moths and whatever one can think of, that doesn't need to engage in fighting and searching and such, but basically just flies around as slow or fast, as nervous or relaxed, as you want, set by spawnargs. Bat 1 was just a func_static with 2 flapping "doors" bound to it, and could theoretically fly around like bat 2.0 when bound to that AI ... at least, when it all works as I think (hope) it does ...
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