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STRUNK

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Posts posted by STRUNK

  1. 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?

  2. @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

    • Like 1
  3. 9 hours ago, datiswous said:

    This seems to work for me:


    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?

  4. 9 hours ago, Dragofer said:

    I fixed that the first time around by reducing the size / mins / maxs spawnargs of the bat to fit inside the maximum bounds allowed for that aas type.

    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?

  5. 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?

    • Like 1
  6. On 1/31/2022 at 3:44 PM, datiswous said:

    If the room is small, the bat sometimes flies through walls/ceilings

    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?

     

     

    On 1/31/2022 at 3:44 PM, datiswous said:

    I think that the dmap is suposed to generate an .aas96 file for the map.

    I really don't know how that works or should unfortunately.

  7. Amazing work!
     

    Spoiler

    I was wandering around for hours, visiting places I had been yet, to look for things I previously did not get.
    I decided to read a book, I already had, and that looked to be the key to see the things I already could see, but didn't see yet.


    So I don't always read all the readables and and just now I found new ways, after playing on and off all day. This migt be the one of the most awsome missions I played : O

     

     

    • Like 2
    • Thanks 1
  8. 18 hours ago, datiswous said:

    If I would disable the Animal patrol mode, should they then correctly following the path?

    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.

     

  9. 9 hours ago, thebigh said:

    Someone else reported this, but I have never been able to reproduce it.
    If you read this:

    It seems the problem I had has the same cause as Jacks problem:

    9 hours ago, JackFarmer said:

    In my run  with the previous version I had almost all zombies (those outside the building and those inside the caves) standing in front of the respective cameras. Inside the building there had been at least 10 - 15 (!) of them circling around one camera. I thought this was a special challenge for the player to find some sort of explosive to blow them all away!

    It looks like an issue between different beta versions .. I guess.

  10. Spoiler

    For me the security camara's worked as they should. I got the update from the installer plus I compiled the source code a few days ago.
    Btw, I could headshot (with broadheads) the "undead"(didn't try the ones in the silo) but I guess that's delibarate (in easy mode).

     

     

  11. Nice mission but I had a lot of strange things happen:
     

    Spoiler

    It started to get weird when I got out of the undead area. I entered it from street level and when I got out by removing the window, all AI from the whole map, exept the gatehouse guard, got out on the streets searching .. and they didn't stop.
    They were all alerted by doors that were open and somehow I caugt 5 guards (including the gatehouse guard) inside one of the gatehouse towers. I stole the key already and the followed me in there. I swiftly sneaked out and managed to lock them all up.
    I was able to search the whole builders building without having npc's to worry about. Some were already dead and the others were still searching the streets, until I opend a window, and they all came swarming in.
    Also knocking out npc's didn't work most of the time .. it killed them instead, and send them flopping around in mid air for a second. Sometimes it did work as it should.
    Also, under the moving rug, in the little hiding place, there is one item that I can't see nor grab.
    I can see it's there with tdm_show_loot but can't obtain it ...
    Maybe it has to do with different versions of 2.10 beta?

     

  12. 11 hours ago, datiswous said:

    Would be cool to have a visual effect that transforms a human ai into a bat.

    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.

    • Like 2
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