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List of animations?


grayman

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I'm trying to find the list of AI animations to use with path_anim.

 

I searched "animation" on the forum and didn't see a reference.

 

The path wiki says to look for the list in the AI's def file. I read through a bunch and didn't find any animation list.

 

I assume it exists somewhere.

 

Can someone point me to it?

 

Thanks.

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Okay, this leads to a question about path_anim.

 

The docs on paths say that when you string them together, the AI does things based on the ordering of the path entities.

 

So if a path_corner goes to a path_turn goes to a path_wait goes to a path_corner, the AI will walk to the first path_corner, turn, wait, and walk to the second path_corner.

 

But path_anim doesn't seem to work that way, unless I'm seeing a special case.

 

If I string a path_corner, path_anim, and path_corner together, I expect to see the AI walk to the first corner, and perform the animation while walking to the second corner, based on the ordering of the entities.

 

But if the animation is run18, the AI runs to the first path corner, then walks to the second.

 

So a path_anim with anim=run18 means "run to me", not "run away from me".

 

Is this the expected behavior, or is this a bug?

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I just discovered that if you set the key "run=1" on a path_corner, the AI will run TO the corner.

 

So I guess the path_anim w/"anim=run18" duplicates this behavior.

 

I spent several hours today trying to figure out how to make an AI run away from me w/o attacking him. It wasn't until I read the fm source maps that I found the "run" key.

 

Ouch.

 

One thing that would be nice on the wiki pages would be a listing of what keys each entity accepts. Even if it's limited to the most oft-used keys. (Though, having said that, the run key is only used in one of the released fm's.)

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It wasn't until I read the fm source maps that I found the "run" key.

 

It is mentioned in the pathnode article on the wiki under "path_corner": http://wiki.thedarkmod.com/index.php?title=Path_Nodes

 

So I guess the path_anim w/"anim=run18" duplicates this behavior.

 

That's news to me. Walking and running animations are usually only 1 step long, so I would have expected a path_anim to just play one cycle of the animation. Never actually tried it though. If you can confirm that, we can add it to the wiki. It would be interesting to try "path_cycleanim" and see whether it just makes the AI move in the chosen direction for X amount of time.

 

One thing that would be nice on the wiki pages would be a listing of what keys each entity accepts

 

Definitely, the wiki pages could benefit from a lot more information. Unfortunately, the people who might actually have those answers are usually busy working on things for the next update. Path nodes are also quite under-used at the moment, so we aren't entirely sure how they all work...I have yet to see a map other than Builder's Influence that actually uses a path_anim, for example.

 

My best advice is to post what you actually want to achieve when you're asking for help. If you'd said you wanted an AI to run away, I could have pointed you to the run key from the start and saved you some time and frustration. :)

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  • 3 weeks later...

I just discovered that if you set the key "run=1" on a path_corner, the AI will run TO the corner.

 

So I guess the path_anim w/"anim=run18" duplicates this behavior.

 

I spent several hours today trying to figure out how to make an AI run away from me w/o attacking him. It wasn't until I read the fm source maps that I found the "run" key.

 

Ouch.

 

One thing that would be nice on the wiki pages would be a listing of what keys each entity accepts. Even if it's limited to the most oft-used keys. (Though, having said that, the run key is only used in one of the released fm's.)

 

I don't think we have the man-power to add all these spawnargs to the wiki. We do have a auto-generated (manually started, tho) documentation that allows you searching, cross-referencing etc. It has a few bugs (sometimes misses things),but it shows you exactly how the things are documented in the def file - meaning that is how they appear in DR, too.

 

Maintaining a sep. copy of that documentation on the wiki is simply not feasible - all changes would then have to be added in two places.#

 

Link:

 

http://bloodgate.com/mirrors/tdm/pub/doc/#overview

 

Most of the spawnargs that are undocumented or poorly documented stem from the D3 base - whenever we add things, we usually document them very thoroughly (well, at least after SneaksieDave complained about missing spawnargs and doc and after I joined and started to clean up things :)

 

Oh, and "run" is documented, albeit poorly. I just changed it:

 

http://bloodgate.com/mirrors/tdm/pub/doc/#spawnarg-run

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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