LarryG on 1/7/2013 at 01:31
Is there a way to have an AI laying face down but still able to alert if it sees or hears Garrett? If I try Creature > Current pose: {tags; crumple; 1.00; 0.40; False}, I have to use AI Core > AI: null to get it to lay down, and then it becomes frobable and inert. I need it to be able to look downwards and spot Garrett from above. Suggestions? I really would like to be able to just rotate it 90 degrees while keeping it functional (attached to something to hold it up)
john9818a on 1/7/2013 at 05:05
What about making the AI asleep but change his schema so that he doesn't make snoring sounds?
LarryG on 1/7/2013 at 10:56
It wouldn't then be able to see Garrett. I need it awake and aware, vision working. Ideally with normal movements
john9818a on 2/7/2013 at 01:13
Well I figured out something but when the guard stands up he goes through a flip before stopping on his feet.
Look at M-PosedCorpse. It would be better to make a new metaproperty similar to M-PosedCorpse except:
Change AI: AI Core: AI from null to Human with sword
Change Creature: Is Non-Physical: from TRUE to FALSE
Change Game: Damage Model: Slay Result from No Effect to Normal
Add to your AI AI: AI Core: Standing Motion Tags and leave the box empty.
Add to your AI AI: Ability Settings: Idling:Should fidget: and uncheck the box.
From here you should be able to tweak/rotate etc to your liking.
After testing this with my guard facing up, he was only able to see me if I approached him from the direction of his feet. It may be that the vision cones don't follow the vertical orientation of the AI.
LarryG on 2/7/2013 at 03:04
Thanks. But I don't think that will help at this point.
I ended up taking a different route. I cut off the AI's head and made it into a camera. I then mesh attached it back to the headless AI. I also mesh attached wings. I used the Creature pose above to make it go face down. Then I used a ParticleAttachement link to stick it to a non-rendered raft in the air. Unfortunately, the pose is backwards to the motion of the raft, and I can't rotate it to get it facing forwards. Right now it flies very nicely backwards. I don't know of any reclining, face down poses which are 180 to the crumple pose, and I think that would be the only way to get it facing forwards when flying. I'm about to give this up for now.
john9818a on 3/7/2013 at 20:27
When I used an AI on a raft I just simply had it run onto the raft, and then the raft carried the AI away.
LarryG on 3/7/2013 at 20:40
I'm after a different effect. I just want it to fly forwards, scanning the ground for Garrett. So it is particle attached to the invisible raft. But I can't get it to face forward lying down. Grrrr.
[ATTACH=CONFIG]1724[/ATTACH]
That's about as close as you'll ever see it in the game. It can be shot down, but you have to use a fire arrow and have to be a REALLY good bowman!
john9818a on 4/7/2013 at 01:29
One thing I was considering is that unless the AI never moves the motions will determine the AI's orientation.
Did you try rotating your starting TerrPt? I just tested it with an elevator. The marker was rotated down 90 degrees, and in game the elevator followed that orientation.
Another option would be to make the AI an object if he doesn't ever move. That way you could make him the raft.
LarryG on 4/7/2013 at 01:36
Rotating the terrpt does no good. The raft has to have Physics > Projectile > Faces velocity: True. The problem is not with the raft. The problem is getting the AI to lay down facing the correct direction when particle attached to the raft. If there was a lay down pose that was 180 from the only one I know of, that should solve it. But I don't think there is. IIRC there is one at 90, but that would be no better. I may try rotating the AI 180 in Animator and then rebuilding the mesh just to see what would happen ...
john9818a on 4/7/2013 at 03:54
Do you know anyone who can make custom motions? With scustom lie down pose you can make the AI do exactly what you want. Can Shadowspswn help wiyh this?