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Gargoyle


Baddcog

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Yeah, I wanted to put it in my current wip but haven't touched it forever so this weekend was it.

 

Fri. night was 4 hours of screwing up anims i every possible way after not doing it for at least a year. Blew it off, Sat. I got a pretty good run of anims in. hopping, 'walking' which is more like flight but scraping the ground, attack, idle, search, alert.

Today I managed to get the af set-up, but still have to adjust constraints, but I just want him to blow up, fire arrow or sword only I think. He's stone but magic...

 

I'd like the first alert to be just 'waking up', taking a different pose. Then alert 2 would be searching, followed by running, attacking.

 

Anyway, I started with the rat af base, and I've removed all the rat references and anim_patrol from the def but he's acting weird.

 

Team 2, should be enemy right?

 

Anyway, they walk around, but if I get close they got to sleep. Sleep is the standard pose. and if I'm almost touching them they play a different anim.

Dark is the sway that mows like a harvest

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I was tired, I don't think that post makes it very clear so...

 

---

Bascially I'm looking for the best base to start from.

 

Currently I am using atdm:ai_base.

 

That's fine for getting him trolling and playing anims. But he seems to want to run from me.

 

If I tried atdm:ai_humaniod base I get errors due to skeleton. I tried copying over atdm:ai_humanoid_base and changing it to atdm:ai_gargoyle_base and deleting anything that is human specific, joints, etc... but then I get a black boxes instead of gargoyles.

 

I tried atdm:monster_base also, and thought it was working OK, but after that stuff ^ I was just getting black boxes too.

Dark is the sway that mows like a harvest

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I still can't quite decipher what you're asking. Are you wondering which def file to inherit from?

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Yeah, it's gotta be somewhere close to the base ai, but if it has too much stuff in it (like joints, attachments) they just cause issues.

 

Mainly I want him to be a regular guard 'style' AI. He hangs out in once pose (idle) 'asleep' , if he is alerted he moves to an 'awake' pose, then if his alert level goes up more he goes searching/attacking.

 

there are just so many def files, and so many options in each. It's been tough finding the bare minimum properties to add.

Dark is the sway that mows like a harvest

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Well, you'll have to inherit ai_base at a minimum, and possibly ai_monster as well, depending on what kind of behaviour you want.

 

You'll need to make sure he's set with the spawnarg that lets him attack without a weapon...I can't remember if that's set by default on ai_monster, but it probably is. Otherwise he'll just run away.

 

Let me know if you have any specific issues.

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