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Unused type_idle
Posted: Sun Dec 09, 2007 6:02 pm
by Elgan
Does anyone knw of an Unused type_idle?
or a list of them all. Or has the q3 code handy to gander at. Tho i think its a moh script thing.
Unused type_idle? anyone? hehe
I fear they are all used and hard coded.
Posted: Sun Dec 09, 2007 11:16 pm
by bdbodger
I don't know if they are all hard coded I mean the dog uses type_idle dog_idle and that runs the anim/dog_idle.scr .
Posted: Mon Dec 10, 2007 7:42 am
by jv_map
Yes they are hard-coded, not sure if any are unused (though probably). Anyway, you can overwrite anim/idle.scr or anim/Stand.scr to run your own code.. it's generally not very robust though... what do you need this for?
Posted: Mon Dec 10, 2007 3:05 pm
by Elgan
creating some Zombie AI.
i didnt want them to overwrite the origional AI's.
at the moement, i went with dog idle, as there is less scripts to detour. If self.zombiemodel run my script zombie/idle instead.
Also the dog provides whats needed, chase, idle, attack when close. Tho patrol would be nice, think patrol could be scripted in. Patrol type might even work by detouring the patrol.scr without it running the anim/idle.scr. Dont know that much about AI, patroling etc.
would of been cool to be able to set type_idle zombie and then for it to load zombie.scr, However :\. what scripts does type runner load? still load idle first?
Posted: Mon Dec 10, 2007 4:19 pm
by jv_map
I believe runner loads anim/runto.scr. It might load idle while the bot is busy tracing a path, or when it' s stuck. All off top of head, but I think it's correct

Posted: Tue Dec 11, 2007 1:08 am
by bdbodger
I did a dog mod where I created a new_generic_dog.tik and starting with the ai animations redefined them . That is how I got the dog to respond to commands like runto etc . JV did his bots with a custom new_generic_human.tik so you see what I am saying you can substitute animation in this way just use the original aliases .
Code: Select all
unarmed_walk_curious_back dog_sniff.skc autosteps_walk
{
client
{
0 sound dog_sniff
1 sound dog_fs
5 sound dog_fs
7 sound dog_fs
11 sound dog_fs
}
}
unarmed_walk_curious_forward dog_walk_bored.skc autosteps_walk
{
client
{
0 sound dog_pant
0 sound dog_fs
7 sound dog_fs
8 sound dog_fs
15 sound dog_fs
}
}
For my halloween mod I need the ai to be able to do the hidden cabinet gag so I just added it to the tik For the ai . Then he knows how to do it .
Code: Select all
/
// include the base animations definition
//
$include models/human/multiplayer_generic_human.tik
$include models/human/animation/scripted/hiding_cabinet.tik
$include models/human/animation/dialogue/generic_dialogue_german.tik
/*QUAKED ai_frankenstein (1.0 0.5 0.0) (-16 -16 0) (16 16 96)
*/
Have you ever tried to get the Dday animation working well here is why they won't work
$include models/human/animation/scripted/level_m3l1.tik
animations
{
$path models/human/animation
$mapspec m3l1a test/move_test_rifle test/move_test gallery
{
The $mapspec make it usable only for that map just another way to limit animations .
Posted: Tue Dec 11, 2007 3:48 pm
by Elgan
i did think about doing that like how you have done the dog.
However i didnt want to hook a load more anim files. dog provides just whats needed.
they still respond to walk to etc, they just go back into normal idle unlress i set again the idle and attack type.
i think with dog type the patrol will still work, just need to hook it so i can play my anims i want without messing too much with the other anims. just set attack type dog and idel type patorl , i think it should work looking at it.
i was hoping there was another idle type so i could run my files without touching the other files or other animation sets. trying to keep my anims with new names and seperate to make it less confusing int he tiki's and loading less.