darthsLair on 11/12/2014 at 01:01
Quote Posted by Soul Tear
I get damned bug with CreatureAttachment. :grr:
The guard hold the lantern in left hand. But when a player go to this place, before him appears a clone of lantern. I remove model>type property on a lantern, however It block the path as OBB.
Create a corpsed version of your lantern, and corpse link it from the Concrete object.
Use a particle attachment instead of a physical attachment if the ai isn't to pick it up first.
Use the script: TrigBrainDead on the ai, so that when he is knocked out or killed, a control device link from it to a destroy trap cd linked to the concrete lantern will be destroyed, and your corpsed lantern will fall to the ground like it should.
Yandros on 11/12/2014 at 02:16
Rod, this isn't happening when the AI is knocked out, it's a symptom of Creature Attachment (and Mesh Attach too). When the AI is no longer rendered (walks out of view), the attached object will appear the last place you saw the AI until you see him again. The easy solution these days is to use a DetailAttachment link, which I don't believe suffers from the same problem, and also gives you more control over positioning of the attached object anyway. I use it pretty much exclusively these days.
(The old way, which I used for the red team's torches in Seven Shades of Mercury, is to give the attached object a stim that fires a few times a second, and give the AI a receptron which teleports the object to him.)
LarryG on 11/12/2014 at 05:56
I vote for using DetailAttachement [sic.]. Just remember NO PHYSICS on the attached object.
darthsLair on 11/12/2014 at 19:35
Quote Posted by Yandros
Rod, this isn't happening when the AI is knocked out, it's a symptom of Creature Attachment (and Mesh Attach too). When the AI is no longer rendered (walks out of view), the attached object will appear the last place you saw the AI until you see him again. The easy solution these days is to use a DetailAttachment link, which I don't believe suffers from the same problem, and also gives you more control over positioning of the attached object anyway. I use it pretty much exclusively these days.
(The old way, which I used for the red team's torches in
Seven Shades of Mercury, is to give the attached object a stim that fires a few times a second, and give the AI a receptron which teleports the object to him.)
Thanks Russ,
I need to forget my old school ways and get with the program, that is all of the NewDark features and goodies. Still learning everyday! :p
Detail attachment sounds terrific!
Yandros on 11/12/2014 at 20:08
It is! I also use a setup similar to what you suggested in DCE, though, for AI who carry lanterns. The lit one they carry is slain when they are KO'd or killed, and it corpses into a lantern with physics which falls to the ground. It's a pretty cool setup.
Ricebug on 13/12/2014 at 13:31
Russ, isn't this the same setup you used in Bad Blood 2, mission 3?
Yandros on 13/12/2014 at 15:04
Yeah, pretty sure it is, since I had just recently worked out the DCE system when I added it to yours.
john9818a on 16/12/2014 at 23:07
I've been using a slightly different method. When my AI are hit with broadheads or blackjack they drop their lanterns... The one they are carrying is destroyed and another is dropped via an emittertrap. I also added a pool of oil and flame to increase the effect as one would expect when a lantern is dropped and hits the ground hard enough. If not then the lantern drops safely. I gave the dropped lantern a bash stim receptron that destroys the lantern upon impact, and I also gave it a Material Glass schema for the glass-smashing effect.
LarryG on 16/12/2014 at 23:31
Very cool ideas!