HappyCheeze 1 Posted February 27, 2008 Report Share Posted February 27, 2008 Giving AI Keys and Valuables : Pickpocketing This appears in the tut wiki, but is blank. I take its still underconstruction or has been moved. This would be different than attaching the torch right? Because it's atomatically placed in the ai's hand right? Quote |=-=------=-=|happycheeze.deviantart.com Moddb Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.|=-=------=-=| Link to post Share on other sites
Ishtvan 17 Posted February 27, 2008 Report Share Posted February 27, 2008 It's the same as attaching the torch if you want it to be spawned ingame along with the AI. Using this method, you don't know what the name of the object will be until it spawns. If you need to know the name for some reason and want to attach an existing object already in the map file to an AI, rather than have it spawn at runtime, you would arrange the object how you want it in the editor and then use the "bind" spawnargs instead of the "def_attach" spawnargs. The attachment system is still a work in progress and subject to change. We're trying to make it more userfriendly; it's not right now. Quote Link to post Share on other sites
Fidcal 174 Posted February 27, 2008 Report Share Posted February 27, 2008 HappyCheeze: Sorry, yes, I'm still working through the A-Z tutorial reviewing it all but I'm only up to page 5 so far. As well as bind <AI name> on the object you also need, eg... bindToJointRightHips_Dummy ... to attach it to the right belt area. For other joints see http://wiki.thedarkmod.com/index.php/...ue#Joints_Names And, as Ishtvan says, you just position and orient the object where you want it on the AI in the editor. The joint setting is just so it moves in sync when the AI moves. Quote Link to post Share on other sites
HappyCheeze 1 Posted February 27, 2008 Author Report Share Posted February 27, 2008 HappyCheeze: Sorry, yes, I'm still working through the A-Z tutorial reviewing it all but I'm only up to page 5 so far. As well as bind <AI name> on the object you also need, eg... bindToJointRightHips_Dummy ... to attach it to the right belt area. For other joints see http://wiki.thedarkmod.com/index.php/...ue#Joints_Names And, as Ishtvan says, you just position and orient the object where you want it on the AI in the editor. The joint setting is just so it moves in sync when the AI moves. Hey man it's cool, I understand. I'll try that, see what I can do. Heh, one more question, with the thief's den, do I have a model for a coinpurse? And if not thats cool, I've got my ways of telling the players why all the items in the shops are gone. Thanks guys, You all deserve some coffee or giant hugs or something Quote |=-=------=-=|happycheeze.deviantart.com Moddb Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.|=-=------=-=| Link to post Share on other sites
Springheel 4645 Posted February 27, 2008 Report Share Posted February 27, 2008 do I have a model for a coinpurse I can't remember if it is there or not...I know there was one in an ealier version of the map. Check in models/darkmod/loot...that's where it would be. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Fidcal 174 Posted February 27, 2008 Report Share Posted February 27, 2008 Yes, there was one upstairs. Check the entity list. Things are changing so I'm not certain our list is even still the same as the one in Den but look under darkmod/loot for atdm:loot_purse. I did have a problem using it to pickpocket but I think that was fixed. Not certain... Quote Link to post Share on other sites
HappyCheeze 1 Posted February 28, 2008 Author Report Share Posted February 28, 2008 I did someting wrong. I placed the purse in my map, did bind to thief clicked thief did bind purse. Bind_to_Joint: RightHips_Dummy And it says when I try to run my map "Entity does not support Skeletal models" Hmm Quote |=-=------=-=|happycheeze.deviantart.com Moddb Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.|=-=------=-=| Link to post Share on other sites
HappyCheeze 1 Posted February 28, 2008 Author Report Share Posted February 28, 2008 I did someting wrong. I placed the purse in my map, did bind to thief clicked thief did bind purse. Bind_to_Joint: RightHips_Dummy And it says when I try to run my map "Entity does not support Skeletal models" Hmm Okay well I realized I was trying to bind the thief to his own joint so I deleted it on him and put it on the purse. But than the purse was floating like a foot away from him and when he saw me, he spun around in circles and fell through the floor. :-P So... yeah. Quote |=-=------=-=|happycheeze.deviantart.com Moddb Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.|=-=------=-=| Link to post Share on other sites
HappyCheeze 1 Posted February 28, 2008 Author Report Share Posted February 28, 2008 Okay well I realized I was trying to bind the thief to his own joint so I deleted it on him and put it on the purse. But than the purse was floating like a foot away from him and when he saw me, he spun around in circles and fell through the floor. :-P So... yeah. Well I moved the purse to his hip and it looks good. But he still spins around and falls through floor. Quote |=-=------=-=|happycheeze.deviantart.com Moddb Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.|=-=------=-=| Link to post Share on other sites
Fidcal 174 Posted February 28, 2008 Report Share Posted February 28, 2008 Are you certain you have bind and bindToJoint (spelt exactly like that) on the purse only and nothing on the AI? Quote Link to post Share on other sites
HappyCheeze 1 Posted March 1, 2008 Author Report Share Posted March 1, 2008 Are you certain you have bind and bindToJoint (spelt exactly like that) on the purse only and nothing on the AI? I did that now. And it works, but his sword is like, floating away from his hand, I know thats a common bug in this, but it seems a little further than usual. But yeah. cool beans. Quote |=-=------=-=|happycheeze.deviantart.com Moddb Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.|=-=------=-=| Link to post Share on other sites
Fidcal 174 Posted March 1, 2008 Report Share Posted March 1, 2008 I'll try a test myself when I can find time but I don't know if I can do anything. Which AI model did you use HappyCheeze? And about where did you position the purse? And which joint? Thanks. Quote Link to post Share on other sites
HappyCheeze 1 Posted March 5, 2008 Author Report Share Posted March 5, 2008 I'll try a test myself when I can find time but I don't know if I can do anything. Which AI model did you use HappyCheeze? And about where did you position the purse? And which joint? Thanks. Sorry its taking a little while to answer, been really busy. the ai is atdm:ai_thief and the joint I picked was RightHips_Dummyand I placed it roughly on his right hip, If I could see exactly where the joint is that could help me estimate better. Quote |=-=------=-=|happycheeze.deviantart.com Moddb Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.|=-=------=-=| Link to post Share on other sites
Fidcal 174 Posted March 5, 2008 Report Share Posted March 5, 2008 Sorry its taking a little while to answer, been really busy. the ai is atdm:ai_thief and the joint I picked was RightHips_Dummyand I placed it roughly on his right hip, If I could see exactly where the joint is that could help me estimate better. The only cvar I found I've not tried yet so don't know if it helps - seta af_showLimits 1 = show joint limits but myself I just placed the key in Den as close as I could to the belt. I've just made a quick test map with two thieves and a purse. No time to test right now but I'll take a look later. Quote Link to post Share on other sites
Fidcal 174 Posted March 5, 2008 Report Share Posted March 5, 2008 Yes, I agree, it's almost as if the sword is not keeping up with the swing of the arm and is swinging in space to catch up. Seems to be a bug so I'll mention it on the private bugs thread. Thanks. [EDIT] This is nothing to do with the purse being attached - it does it on the normal thief. Meanwhile, I'm happy to see that the purse is pickpocketable just fine! About its position - just in case there is any doubt - you don't need to 'make contact' with the joint or know precisely where it is. Its origin can be regarded as just a coordinate in space within the AI's hip model. You can place the purse anywhere - even ten feet away, and it still works. But obviously you position it too look as natural as possible. I just line it up with the belt as close as possible and so it does not clip too deeply into the model. Hope that helps. Quote Link to post Share on other sites
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