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Posted
There appears to be 4 different zombie walk animations. 2 slow and 2 fast.

 

For which zombie? There are half a dozen different zombie characters, and they don't all use the same skeleton/joints (as far as I can remember; it's been a while).

Posted

Oh yeah, that's the one I used to make the ghoul way back when. But unfortunately, he doesn't have any usable attack animations...all his attacks include him running forward three or four steps, so with our code he wound up going in circles, as he would start his attack but then run right past you before actually swinging his arms.

 

That might be fixable but he's definitely not usable out of the box.

Posted

all his attacks include him running forward three or four steps, so with our code he wound up going in circles, as he would start his attack but then run right past you before actually swinging his arms.

How recently did our code make his running attacks not work? Also, I'm puzzled how they would work in D3 even, when he's already attacked once and is close to the player when the next attack starts. Did he just air-walk against the player? Maybe there was something special in his particular script?

Posted

Is there a def file currently set up that I can use for testing that?

 

Maybe there is some other difference, like the "AI pushing player away code" may have changed since vanilla D3. Maybe in D3 he wasn't able to run past you because he would just run up to you and air-walk, but now he pushes you out of the way and runs past?

Posted

I dug this out of an old mod backup. I don't think the skin exists anymore but the rest should work.

 

/***********************************************************************

 

tdm_undead_ghoul.def

 

***********************************************************************/

 

model tdm_model_monster_zombie_morgue {

mesh models/md5/monsters/zombies/morgue/morgue.md5mesh

 

channel torso ( *Waist )

channel legs ( origin Body *Hips -*Waist )

 

anim stand models/md5/monsters/zombies/morgue/idle.md5anim

anim idle models/md5/monsters/zombies/morgue/idle.md5anim

 

anim sight models/md5/monsters/zombies/morgue/sight.md5anim {

frame 1 sound_voice snd_sight

}

 

anim walk models/md5/monsters/zombies/morgue/run.md5anim {

frame 2 sound_body snd_footstep

frame 10 sound_body snd_footstep

frame 17 sound_body snd_footstep

frame 26 sound_body snd_footstep

}

 

 

anim run models/md5/monsters/zombies/morgue/run.md5anim {

frame 2 sound_body snd_footstep

frame 10 sound_body snd_footstep

frame 17 sound_body snd_footstep

frame 26 sound_body snd_footstep

}

anim af_pose models/md5/monsters/zombies/morgue/af_pose.md5anim

anim ik_pose models/md5/monsters/zombies/morgue/af_pose.md5anim

anim pain models/md5/monsters/zombies/morgue/pain_left.md5anim {

frame 1 sound_voice2 snd_pain

}

 

anim pain_chest models/md5/monsters/zombies/morgue/pain_head.md5anim {

frame 1 sound_voice2 snd_pain

}

 

anim pain_head models/md5/monsters/zombies/morgue/pain_right.md5anim {

frame 1 sound_voice2 snd_pain

}

 

anim pain_right_arm models/md5/monsters/zombies/morgue/pain_right.md5anim {

frame 1 sound_voice2 snd_pain

}

 

anim pain_left_arm models/md5/monsters/zombies/morgue/pain_left.md5anim {

frame 1 sound_voice2 snd_pain

}

 

anim melee_attack models/md5/monsters/zombies/morgue/melee_left.md5anim {

frame 2 sound_body snd_footstep

frame 10 sound_body snd_footstep

frame 17 sound_body snd_footstep

frame 26 sound_body snd_footstep

frame 13 melee melee_zombie_fat_Left

frame 13 sound_weapon snd_thud

}

 

anim melee_attack2 models/md5/monsters/zombies/morgue/melee_right.md5anim {

frame 2 sound_body snd_footstep

frame 10 sound_body snd_footstep

frame 17 sound_body snd_footstep

frame 26 sound_body snd_footstep

frame 13 melee melee_zombie_fat_Left

frame 13 sound_weapon snd_thud

}

}

 

entityDef atdm:ai_undead_ghoul {

"inherit" "atdm:ai_humanoid_undead"

"scriptobject" "monster_zombie_morgue"

"size" "32 32 68"

"use_aas" "aas32"

"team" "1"

"rank" "0"

"health" "100"

"melee_range" "40"

"anim" "idle"

"def_projectile" ""

"attack_cone" "70"

"attack_accuracy" "0"

"mass" "200"

 

"skin" "tdm_ghoul.skin"

"skin_dropGib" "skins/monsters/zombies/morguegib.skin"

 

"dropGibItem9Joint" "Head"

 

"model" "tdm_model_monster_zombie_morgue"

"ragdoll" "monster_zombie_morgue"

 

 

"ik_numLegs" "2"

"ik_footSize" "4"

"ik_waist" "Body"

"ik_hip1" "Lupleg"

"ik_hip2" "Rupleg"

"ik_knee1" "Lloleg"

"ik_knee2" "Rloleg"

"ik_ankle1" "Lankle"

"ik_ankle2" "Rankle"

"ik_dir1" "Lknee"

"ik_dir2" "Rknee"

"ik_foot1" "Lball"

"ik_foot2" "Rball"

 

"damage_zone head" "*Neck"

"damage_zone chest" "*Waist -*Neck"

"damage_zone left_arm" "*Luparm"

"damage_zone right_arm" "*Ruparm"

"damage_zone legs" "*Hips origin Body"

 

"damage_scale head" "1.25"

 

"channel torso" "*Waist"

"channel legs" "*origin -*Waist"

 

"chatter_min" "3"

"chatter_max" "8"

"chatter_combat_min" "2"

"chatter_combat_max" "2"

 

"snd_sight" "zombie_morgue_sight"

"snd_footstep" "zombie_morgue_footstep"

"snd_melee_attack_1" "zombie_morgue_melee"

"snd_melee_attack_2" "zombie_morgue_melee"

"snd_melee_attack_3" "zombie_morgue_melee"

"snd_chatter" "zombie_morgue_chatter"

"snd_chatter_combat" "zombie_morgue_chatter"

"snd_pain" "zombie_morgue_pain"

"snd_death" "zombie_morgue_death"

"snd_thud" "monster_zombie_maint_thud"

"snd_swipe" "monster_zombie_maint_swipe"

}

Posted

I dug this out of an old mod backup. I don't think the skin exists anymore but the rest should work.

I get a CTD when I try to spawn that for some reason. Not sure why, could check in debugger later. It could be something silly like an anim frame command or a joint in the animchannel definition changed. D3 sometimes hard crashes on those without giving you any warning.

 

That being said, this one is still using the D3 scriptobject:

"scriptobject" "monster_zombie_morgue"

That could be a problem. Maybe it got switched to our script later, after this backup was made?

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