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How To Find An Ai's Mouth?


Ishtvan

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@Oddity: You've built AF's from scratch before. How would you suggest we let the SDK code know where an unconscious AI's mouth/nose area is? We will have to do this in order for AI to properly drown when they're unconscious and underwater.

 

I suppose we could check if the whole head is submerged and only drown them then, but then they would stay alive even when floating facedown in the water, which I don't think is realistic. I was thinking if we could get the mouth/nose coordinates, we could check if that point is underwater and commence drowning.

 

To that end, I'm wondering how the coordinates on an AF body are set up? Each body can move independently of the others, does that mean each one has its own origin and set of local coordinates? Will the head be a special case in the final versions of the AI, like it is in D3? If the head is a separate attachment like it is in D3, it might be easier to find the mouth since the head would presumably have its own origin and coordinates would just be relative to that origin, including the coordinates of the mouth.

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While we're at it, how are we going to define the area that you have to hit to KO an AI? Does the damage location system work well enough to assign a damage location for the spot on the back of the head you have to hit?

 

If not, we can do the texture dependent damage thing too, but I'm inclined to try damage locations first, since texture dependent damage might cause some performance issues with the separate textures that Gildoran brought up.

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Maybe Dom's idea in the other thread would work here too. Once the AI's head is exposed to standing water, determine the direction they're facing. If they are facing down, they drown. Although maybe that won't work with ragdolls, come to think of it.

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Yeah, with ragdolls most of the calls to find out where the AI is facing, where the AI's eyes are, etc are useleless because they assume the AI is still standing upright over where the ragdoll is. I need some way of at least finding the head and then working from there. Actually, this might be something that would be a lot easier once we start using the head attachment system like Id's models. As is, I have no way of knowing which AF body is the head.

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