LarryG on 31/5/2013 at 00:34
Still no idle gestures. They sit like they are carved out of wood or stone. It would be nice if they would fidget a little, cross, uncross, and recross their legs every once in a while.
sNeaksieGarrett on 31/5/2013 at 02:41
The sitting motion I'm using most definitely has an idle gesture. He moves his right arm every now and then and his body slightly moves. Not quite what you're asking for, but it works. I'm using Zontik's King 0 motion and it works just fine.
LarryG on 31/5/2013 at 03:19
How?
That is, where and how?
sNeaksieGarrett on 31/5/2013 at 03:46
Firstly, for the purposes of my specific scenario, I created a sub-metaproperty called M-Sitting2. (Originally I was just adding what I needed to the AI himself.)
Here's some screenshots since I don't feel like typing everthing out:
[ATTACH=CONFIG]1681[/ATTACH][ATTACH=CONFIG]1682[/ATTACH]
Edit: I should also add that the M-SittingDown metaproperty that you put on an AI does in fact have an idle gesture. It's somewhat subtle and takes a few seconds before it kicks in, so you'll have to watch an AI for a little while. Using AI Aware and standing right in front of the AI will help. I thought this was a side effect of installing Zontik's King Story motions into my copy of thief 2, however I discovered while testing a dromed demo for breathing that the AI were actually fidgeting slightly.* Go figure.
*Interesting, so I was just testing what I discovered from the breath demo, which, importantly I was using a separate dromed install (D2 1.18 to be specific without any imported motions and the original motiondb.bin file) and I can't replicate it in my other dromed with the imported motions. My guess is that Zontik's sitting motions somehow screwed up the old motion to where the AI just sits like a statue. :confused: In any case, that's got to be why you're not seeing what I'm seeing Larry :idea:
Zontik on 31/5/2013 at 06:47
I used Shadowspawn's motion database as a base, all new motions were added there, not to the original. So all differences should be inherited. As a good example, there is one new sword combat motion, and it is not mine.
You need to have motion database (motiondb.bin) and motions files (\motions\*.*) in accordance to each other. It is like sound schemas (converted to gamesys) and sound files (*.wav).
LarryG on 31/5/2013 at 13:25
Quote Posted by Zontik
I used Shadowspawn's motion database as a base, all new motions were added there, not to the original. So all differences should be inherited. As a good example, there is one new sword combat motion, and it is not mine.
You need to have motion database (motiondb.bin) and motions files (\motions\*.*) in accordance to each other. It is like sound schemas (converted to gamesys) and sound files (*.wav).
This is the part that I don't understand. Did you publish a new motion database? Where?
sNeaksieGarrett on 31/5/2013 at 14:29
But I did exactly as you have said before on how to import them, Zontik. Like I said, I used King 0 and it works, I'm just saying the old Sitting motion does not. Dunno why that would be, but it is. In a separate install of thief 2, I don't have that problem so I assumed it was because of the new motions.
Larry, just to confirm(or deny) my suspicion, try renaming your motion and mschema directories, restore your old motiondb.bin file and test M-SittingDown on an AI. Or perhaps larry and I are missing something? Is there a way to reload motions or something in dromed? Do I need to copy out all motions into the new directories? That shouldn't be necessary right, because dromed should just look in the CRF files if stuff isn't in a folder.
sNeaksieGarrett on 29/7/2013 at 18:33
So I was going through my mission today and went back to the sitting guard (who is sitting on an invisible crate) and discovered when going into game mode that he just gets stuck in the couch and will not move from there. I get him to sit just fine, but if he's clipping the couch he can't move from there. I even put AI Collides With: False, which didn't help. Any ideas?
Nevermind, I saw Zontik mentioned setting Path Avoid to [None], which didn't initially work but after computing pathfinding again it is fine.
LarryG on 29/7/2013 at 19:20
I still have no idea what the directions are for getting a sitting AI with idle gesture instead of frozen in the sitting posture.
sNeaksieGarrett on 29/7/2013 at 19:22
Did you try what I suggested in my old posts? Like I said before, there is an idle gesture. You either don't have it set up properly or you're not watching them long enough to see them fidgit. That would be my guess.