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Using D3 Heads


Springheel

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I just thought of a solution to the no blackjack attached heads problem - put a box where their head is meant to be (on the body that is) which is textured nodrawsolid. That would mean that it does'nt show, but the BJ can hit it and KO the guard.

 

This would require editing the ai again a little.

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How did the previous thief games--where the AI could not tilt their head at all--do it?

I know for a fact that T1 and T2 did "move their head" (I read somewhere, about how it was made), it's just that the head joint did not affect the model in any way.

 

We have to do the same sort of thing - have the field of view seperate from what the model is doing. So essentially the head can move, but the eyes can move further, just like real life.

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I just thought of a solution to the no blackjack attached heads problem - put a box where their head is meant to be (on the body that is) which is textured nodrawsolid. That would mean that it does'nt show, but the BJ can hit it and KO the guard.

 

This would require editing the ai again a little.

 

That's exactly what the head is, a separate entity with a separate collision box attached to the AI. If that doesn't work, why would another attachment work?

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I think he means having it be on the same entity, so it's actually part of the AI's body model, but invisible.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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I think he means having it be on the same entity, so it's actually part of the AI's body model, but invisible.

 

Oh, well it is registering a hit on that (the log records a hit on the AI body instead of the attached head), it's just not hitting on the right joint, but without the head attached it is the right joint, hitting the same area.

 

One experiment might be to make the bounding box for the attached head huge in comparison to the AI. If that eventually registers collisions on the attached head as we make it bigger, that means in the current setup, some part of the AI is overlapping and extending over the head CM. If not, it means melee collisions don't register on the head entity. (We already know projectile collisions do register on the head entity, but a different collision test is done for projectiles than melee).

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