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Adding Heads to script_model AI
Posted: Sat Feb 07, 2004 1:47 pm
by crunch
OK, this may seem strange, but for a certain effect in one of the Alsace levels, I need to use a script_model AI. But, the script_model AI has no head.
Are there separate .tiks for the heads that I could bind/glue to the model?
Thanks in advance!
This seems like perhaps it should be asked in scripting forum, but in actuality, I would think that if heads are available, it would be a mapping issue, with a script_model head inserted into the map.
heads
Posted: Sat Feb 07, 2004 8:17 pm
by tltrude
Well, there are head tiks, but I don't think using them will pop a head on your script_model.
models/human/heads/us_young_heads.tik
Try adding it like this <--probably wont work.
Key: $include
value: models/human/heads/us_young_heads.tik
or
key: case
Value: us_j
or
Key: targetname
Value: us_j
Posted: Sat Feb 07, 2004 8:18 pm
by omniscient
when compiled does a head magically appear?
Yes
Posted: Sat Feb 07, 2004 8:26 pm
by tltrude
Yes, it is tiki magic.
Posted: Sat Feb 07, 2004 8:46 pm
by crunch
Unfortunately, no head appears when compiled.
I tried all of the methods that you suggested tltrude, but without success.
Something as simple as a head.....giving such problems.
The problem is, I cannot use an ai_actor, because he does not respond to the movements I need.
He just stands there (even with ai_off) and eventually dies.
I tried making a script_object mosterclip box, with ai_off, and moving the box, but again..........just eventually kills the AI.
So, I got the movements I need to work using an script_model AI, but now I can't get a head.
Even as a separate script_model, they won't show up.
Am I going to have to make my own model for this? I hope not.
glue
Posted: Sat Feb 07, 2004 9:01 pm
by tltrude
I guess you are talking about moving the guy in a script_object and it kills him when it goes around a corner. If that is the case, then try gluing him in place with a script_origin. You will need to bind the script_origin to the script_object.
$spot1 bind $my_object
$guy1 glue $spot1
You could also try increasing his health, Key I.
Posted: Sat Feb 07, 2004 9:09 pm
by crunch
That's the method I originally tried with the ai_actor.....but perhaps I did it wrong.
I will try that again.....
Thanks for the tips, tom.
I'll post with yes/no (hopefully yes!)
Actor
Posted: Sat Feb 07, 2004 9:13 pm
by tltrude
Actors are cool! You can make them blind and deaf, sit down, runto spots, lookat spots, smoke, talk, etc..., etc.... So, if you post more about what you are trying to do, it would help. Some vehicles have built-in spots, by the way.
Posted: Sat Feb 07, 2004 9:47 pm
by crunch
Yes, actors are cool! But this actor does not want to react unless he is dead.
I tried your bind/glue method, and it will only work if the $testdummy is dead.......
Could it be a conflict between the prepare threads where I am binding/glueing, and the movement thread, where yet another entity is bound?
I don't know.....this effect is far enough away where I don;t think a player will notice that there are no heads unless he uses his binos.
I guess I'll have to come clean with what I am doing.......just give me a moment.
fake head
Posted: Sat Feb 07, 2004 10:05 pm
by tltrude
How about a script_object fake head (brush sphere). I know you can add helmet models--I did that once.
Maybe this:
$testdummy kill
Seems like the actor needs some kind of animation before it can be moved. Did you try it with AI enabled? I wonder if there is a "put your hands up" animation (like being arrested)?
oh!
Posted: Sat Feb 07, 2004 10:33 pm
by tltrude
Hey I think I got it!!!
Try this line:
trigger $testdummy
Posted: Sat Feb 07, 2004 10:39 pm
by crunch
OK....I tried what you suggested in your pm, tom (thanks for that answer), but unfortunately, class "Actor" will not respond to the movements I want.
I can kill him, and it works, but then he is lying down during his fall....
The script_model has a helmet, but no head, so perhaps I will just add a brush head, since facial features are not important.
I don't think players will notice......
That's about as close as you'll see them.......
Cool
Posted: Sat Feb 07, 2004 11:28 pm
by tltrude
Looks pretty cool, even without heads! But, If you got it working, they could drop in the player's lap and start shooting, ha ha. At that distance, you could use head shaped blocks (less brush faces for fps).
Posted: Sun Feb 08, 2004 12:50 am
by omniscient
actually, i can tell they are headless. make a 10sided sphere and glue it to em. should work form that far away.
Posted: Sun Feb 08, 2004 7:33 am
by jv_map
Give the script_model the following key/values:
key / value:
headmodel / head1
headskin / us_bob