Popular Post VanishedOne 549 Posted March 28, 2020 Popular Post Report Share Posted March 28, 2020 (edited) As promised, here is the Arx: End of Sun fish set up as a wandering 'ambient' AI in TDM. Download link Remember to credit the EoS team if you use it (their asset licence is Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported). It should work as randomly moving scenery. Anything else might work - I hit one with the blackjack and it bit back - or might not. EoS stopped its fish flying out of water with some custom code to allow a maximum flying height. In the absence of that, if you want to put one in open water all I can suggest is seeing whether a monsterclip 'ceiling' works. The AAS and scriptobject are from the Elemental, but the dimensions are taken straight from EoS; you may find the swim animation occasionally clips into the floor (presumably preventable with monsterclip if it's not sand/mud/etc.). This is the first AF/ragdoll I've made. I think I generally got rid of the bad behaviour, but fish are slippery creatures. Textures are in TGA format straight from EoS; you may want to convert non-normals to DDS before FM release. (Normal maps are actually unused by default; see .mtr for details.) Edited April 1, 2020 by VanishedOne Added note about unused normal map 7 2 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
STRUNK 270 Posted March 28, 2020 Report Share Posted March 28, 2020 (edited) Thanx! There is even a baked skin : ) I got them to break the game. When one explodes they get very angry! https://streamable.com/z1slm // Tried to explode the mine without killing a fish .. they still get angry and kill the game ... with less fish even. //In water they behave the same. Edited March 28, 2020 by STRUNK Quote Link to post Share on other sites
Amadeus 360 Posted March 28, 2020 Report Share Posted March 28, 2020 2 minutes ago, STRUNK said: I got them to break the game. When one explodes they get very angry! Doing the lord's work. These should make bodies of water a lot more interesting. Thanks Vanished, can't wait to try this out myself Quote FMs: A Good Neighbor Link to post Share on other sites
VanishedOne 549 Posted March 28, 2020 Author Report Share Posted March 28, 2020 Well, that was a short honeymoon. I can reproduce the crash. Does setting "af_push_moveables" "0" on them help? (If not, try "mass" "6" as well.) Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
STRUNK 270 Posted March 28, 2020 Report Share Posted March 28, 2020 @VanishedOne Unchecking "can search" seems to do the trick Quote Link to post Share on other sites
VanishedOne 549 Posted March 28, 2020 Author Report Share Posted March 28, 2020 On its own? I'd already tried that but thought it hadn't worked. Anyway, I'll update the download shortly with both spawnargs set in the def. Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
STRUNK 270 Posted March 28, 2020 Report Share Posted March 28, 2020 @VanishedOne With af_push_moveables off it still crashes. Gonna try again with can search off. Quote Link to post Share on other sites
VanishedOne 549 Posted March 28, 2020 Author Report Share Posted March 28, 2020 (edited) Maybe turning af_push_moveables off has just made my mine better at killing them all because they're no longer so good at pushing each other out of the way. With enough survivors I get a crash too, and assigning a search anim in the model decl doesn't prevent it. Edit: updated download is live. Edited March 28, 2020 by VanishedOne Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
STRUNK 270 Posted March 28, 2020 Report Share Posted March 28, 2020 @VanishedOne I tried 4 times now with only can search off ... with 24 fish in water and 10 mines ... and they don't care and don't rush together. 1 Quote Link to post Share on other sites
VanishedOne 549 Posted March 28, 2020 Author Report Share Posted March 28, 2020 Thanks for the help. I imagine they might be missing something that the search internals expect; I didn't give them an AIUse value, for example, but they inherit visual and communication S/R so maybe they ought to have one. 1 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
VanishedOne 549 Posted March 28, 2020 Author Report Share Posted March 28, 2020 (edited) And I've discovered why my initial attempt to disable searching had no effect: the spawnarg is canSearch, not can_search as in can_drown or can_unlock. And I put the wrong one in the updated def, so I'll need to change the download again. Coming momentarily. Edit: done. Edited March 28, 2020 by VanishedOne 1 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
grayman 2974 Posted March 29, 2020 Report Share Posted March 29, 2020 I can confirm that a monsterclip ceiling is required above open water to keep the fish from flying around in the air above. 1 1 Quote Link to post Share on other sites
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