JarlFrank on 14/2/2017 at 22:54
I attempted to create a funny little custom AI for the mission I'm currently working on, and I got a few problems I can't solve.
First problem: the model I'm using is facing the wrong direction. The "front" of the model is actually its visual side (the model is an animal, and the model is made in a way that when I add it to an AI, it's facing me from the side... so I have a sideways-moving animal which is very awkward and makes it impossible for the player to guess the line of sight!). How do I change the model's facing?
Second problem: I want to make the creature float, but z offset doesn't do anything. It still moves on the ground.
What I want to do: create a floating creature that shoots at you.
I just added the creature as a sub-type of "bowman" so it can shoot, added a link to AI projectile Magic Missile, and it works. The creature walks around and shoots when it spots the player. I just need to make it float, and I need to change the "front" direction of the model.
Help please!
nicked on 15/2/2017 at 10:35
You'll have to rotate it by 90 degrees in your model-making software. You can get some weeeeird and really creepy motions by having an AI rotated the wrong way. Might be good for a freaky ghost though...
john9818a on 15/2/2017 at 16:29
IIRC some FM's like Having a Ball had flying bats that shoot at the player.
JarlFrank on 15/2/2017 at 20:15
Quote Posted by nicked
You'll have to rotate it by 90 degrees in your model-making software. You can get some weeeeird and really creepy motions by having an AI rotated the wrong way. Might be good for a freaky ghost though...
Ah, I didn't make the models myself and have zero experience with modelling software (and none installed, anyway - thought one of these days I'd like to get into it). And there are no motions, they're just static objects that are supposed to float in the air and shoot at the player. Kinda like the floating AI in Dromed Deluxe.
(
http://www.ttlg.com/forums/showthread.php?t=143918)
This thread says I could "Make the AI invisible and the skull a detail or physics attachment, would be one way to do it."
Does anyone have any hints on how to make it invisible? And how exactly the detail attachment works?
Random_Taffer on 15/2/2017 at 20:17
You can make an AI invisible with Render > Transparecy set at 0
JarlFrank on 15/2/2017 at 20:24
UPDATE:
I made it! I used Dromed Deluxe for getting the floating eye (might just use their gamesys since I didn't add anything to my custom gamesys yet, spares me a lot of trouble), then I used the detail attachment method and it worked! Hooray!
Yandros on 15/2/2017 at 20:41
Glad you got it working, although DEDx gamesys does have some issues. We did the wisps and lost souls in Godbreaker by attaching them to patrolling, invincible and invisible AI.
JarlFrank on 15/2/2017 at 20:47
For the little thing I'm doing right now, DEDx gamesys should be fine enough, especially since I'm only going to use a handful of creatures and nothing more. The detail attachment link is really useful! I can think of many things to use it for.
Just for future reference: can I attach frobbable items to any part of an AI this way, or would I have to do something else to do that?
Random_Taffer on 15/2/2017 at 21:03
I believe there is an extra step, but I can't recall what it is. Otherwise if you drop the item, it'll get ported right back to where it was on the AI I believe.
LarryG on 15/2/2017 at 21:57
DEDx is known to be very buggy and your are well advised to avoid it. It was a good idea, but too ambitious and not thoroughly tested before published. Much better to suss out the changes you want and make them to your own gamsys. That way you'll know what was done and why and won't be inheriting other folk's bugs.
Also, save cow files until you are ready to go through testing. That way you won't get your gam file out of sync to your mis.