LarryG on 30/8/2017 at 21:15
The answer is ... using meshscale on Shadowspawn's nburrick.E file fails to scale the burrick uniformly. I get a working thing, but it is distorted. Grrr.
john9818a on 31/8/2017 at 03:12
I noticed that zombies that have the Time Warp property added with something other than 1.00 will cause the zombie to remove the M-ZombiePossum metaproperty and the zombie stands up & continues patrolling. I've tried only one value .75 I believe but I don't know if there is an acceptable value to use that would keep the zombie down for 5 minutes. I've evacuated so I can't test anything now.
LarryG on 31/8/2017 at 03:31
I am using Time Warp=1000000000.00000 in my M-AI_DruggedBurrick metaprop. I think I've said above that the setup I have works brilliantly when I don't use creature scale. The burrick lies down on the ground and sleeps like a baby until time is up, at which point it wakes and resumes what it was doing. Which for a burrick seems quite reasonable. The problem comes in with creature scale seemingly not getting taken into account when posing the burrick via the motion. It ends up in the exact same position it would be in had it been big. Bust since it is small, it floats.
Yandros on 31/8/2017 at 04:01
Did YCatX's Ruins of Originia or DEDx have a baby burrick model which presumably would have been scaled down using meshscale somehow?
LarryG on 31/8/2017 at 05:07
Probably using creature scale. It works fine except for posing. If they didn't do that then there would be no apparent issues.
Yandros on 31/8/2017 at 12:14
Creature Scale didn't exist until NewDark though, so they must have used meshscale. It's also possible neither one had any baby burrick meshes.
LarryG on 31/8/2017 at 13:42
Ah.
I think I may have found the issue though. A creature scaled burrick has the same physics radii as a regular one. And you can't set that manually. I checked and reducing the radii did solve the problem, but it lasted only for one look-see in game mode. Going back to edit mode restored the radii to what DromEd thought best. DromEd changes whatever you set back to what it thinks is right when you go back to edit mode from game mode! I may be stalled here and have to go with a full sized burrick where I wanted a little one. I suppose I can live with that if I have to.
Yandros on 31/8/2017 at 17:35
I believe the default radius is set by Dark on game mode based on the mesh type. Have you tried creating a baby burrick archetype and setting the Physics Dimensions on it just to see if it's only copying it from the archetype instead?
LarryG on 31/8/2017 at 17:48
Good idea, but no. It ignores the physics on the archetype and set the physics to be what it wants
john9818a on 31/8/2017 at 20:50
Can you set it up like a frogbeast except use the burrick model?