Lokisan on 6/1/2016 at 10:00
Hello all,
up until this point I was able to accomplish nearly everything I wanted in the "dreaded" dromED (shockED) editor, but I am now at a point, where I would need some assistance from you. I want a human AI to "sit" in place (typing, etc.) on a chair or a bench.
I already got them in the right pose, I got them doing their motion in a loop via responses, I even got a teleporter activated via a switchlink to prevent them from sliding around the map but the damn model wont stop bouncing of the ground or the chair and fly mid air above it.
Bonus information: The AI cannot be asleep or dead, cause I want to interact with it and it should retain the possibility to die.
What I did in the editor:
placed a chair model
placed a
male_rick and edited following:
(
sorry if this looks a bit messy)
Code:
ai - state - current mode: normal - current allertness: 0 for all
ai core - ai: default - team: good
creature - current pose: Type(motion name) Motion(humtyp1) Frac(0) Scale(1) Ballistics checked ( I do this, so that the AI can be placed above the chair via the editor) - creature type: humanoid
As I said, I also added a signal response to the AI like this:
placed a trap and switchlinked it to the NPC. Added "signal response" to the AI and the following:
Signal: SwitchOn
Priority: normal (with absolute I cannot stop the AI if I hit it and it wont die, cause it loops forever)
Resp. Step 1-5: play sound/motion
Argument 3: CS 172
Resp. Step 6: Signal
Argument 1: SwitchOn
Argument 2: Unique ID of my AI or, if I use frob instead of switchOn, my button ID for the teleporter.
I also tried to PhysAttach my AI to the chair, which lets it snap in place for a moment, but then slides above it soon afterwards.
Can anyone maybe give some insight to "what" I should check?
Inline Image:
http://img.photobucket.com/albums/v358/Lord_Kosmos/Image1_zpsxfsrsdh0.jpgI also tried setting a different offset to the PhysAttach for the chair, removed the chair (the AI still floats above the ground) disabled friction and ballistics, set the model scale in creature pose to 2.5 or 0.5...it is really frustrating with this bouncing model.
It should be noted, that I use the "rebirth" model for the crew model. I prepared my editor to see the correct model (which is way smaller than the vanilla one) in the editor.
voodoo47 on 6/1/2016 at 14:35
this is one big pita - copy the setup from the SCP beta2 earth map, a woman is sitting on a chair in the bar there.
also, making a SS2 FM? now that's something we haven't seen in a while.
Yandros on 6/1/2016 at 15:35
I have a ton of seated AI in my current WIP mission, and I did it similarly to you - an AIWatchObj link to themselves where they just repeat the same motion endlessly. I have found that the seated motions used make them float a certain amount off the floor and I've been unable to counter that, as you also found, so I just made sure the chairs I'm using are a suitable height to fit under them. I don't know of any other solution.
Also as voodoo said, it's very cool you're making an SS2 mission.
Lokisan on 6/1/2016 at 15:57
Quote Posted by voodoo47
this is one big pita - copy the setup from the SCP beta2 earth map, a woman is sitting on a chair in the bar there.
also, making a SS2 FM? now that's something we haven't seen in a while.
Thank you very much, will check it out!
Quote Posted by Yandros
I have a ton of seated AI in my current WIP mission, and I did it similarly to you - an AIWatchObj link to themselves where they just repeat the same motion endlessly. I have found that the seated motions used make them float a certain amount off the floor and I've been unable to counter that, as you also found, so I just made sure the chairs I'm using are a suitable height to fit under them. I don't know of any other solution.
Also as voodoo said, it's very cool you're making an SS2 mission.
I hope to see your wip mission some day soon and also thanks for the info! :D
The picture is actually from my modded version of the
UNN NightwalkerV2 by
Christine. I always wanted a clean and untainted Ship/Station, without any monsters in SS2 and with crew, so I did it myself and replaced the fam monitors with the new ones from "
SHTUP". But I guess I won't release the work, who would want to walk around a ship with nothing to do but replacing the batteries and cleaning some eggs :rolleyes: .
But alas, here are some pics:
New Bridge
Inline Image:
http://img.photobucket.com/albums/v358/Lord_Kosmos/dump000_zpsqfhhjvvi.jpgInline Image:
http://img.photobucket.com/albums/v358/Lord_Kosmos/dump002_zpsrsbnlqoe.jpgA actually working sitting NPC
Inline Image:
http://img.photobucket.com/albums/v358/Lord_Kosmos/dump005_zpss8hz8yrn.jpgDoing the Ape Dance!
Inline Image:
http://img.photobucket.com/albums/v358/Lord_Kosmos/dump003_zpshe8chtbv.jpgAnd I reworked all of the crew textures. Gone are the multicolored crew jumpers, instead I could add some variation in the look of the crew (beards, a black male, different haircolors).
Inline Image:
http://img.photobucket.com/albums/v358/Lord_Kosmos/dump007_zps06fnxc0e.jpgInline Image:
http://img.photobucket.com/albums/v358/Lord_Kosmos/dump008_zpstlzubqe8.jpg
ZylonBane on 6/1/2016 at 16:10
Quote Posted by Yandros
I have found that the seated motions used make them float a certain amount off the floor and I've been unable to counter that, as you also found, so I just made sure the chairs I'm using are a suitable height to fit under them. I don't know of any other solution.
Make the floor under the AI out of non-AI-colliding objects?
Lokisan on 6/1/2016 at 16:32
I even tried it without the chair, the AI collides with the floor and hovers 1 meter above it. Also, in the SS2 editor, the models are just blocks. They do not have any visible body parts, so the chair is a whole block, and the AI is a block, if it is sitting or not, as far as I know.
Quote Posted by ZylonBane
Make the floor under the AI out of non-AI-colliding objects?
That would be a great idea but if i create a new object, how do I draw a texture over it? But then again, I could crop the floor and place a grating object or something like that over it, without the AI colliding, like you said...that should work! Need to try it out. Thank you all for your fast replies!
john9818a on 6/1/2016 at 16:34
You could modify the seated motions to lower the AI since the motion determines how close the AI is to the ground.
R Soul on 6/1/2016 at 16:39
Quote Posted by Lokisan
Also, in the SS2 editor, the models are just blocks. They do not have any visible body parts, so the chair is a whole block, and the AI is a block, if it is sitting or not, as far as I know.
It sounds like you're referring to bounding boxes. My screenshot shows physics models (command: show_phys_models).
ZylonBane on 6/1/2016 at 16:48
Quote Posted by Lokisan
I ... replaced the fam monitors with the new ones from Infinite.
Arrrgh. Those screen textures aren't from Infinite, they're from (
http://www.ttlg.com/forums/showthread.php?t=124592) SHEMP, which thanks to NewDark's ability to re-scale terrain textures, has been incorporated into (
https://www.systemshock.org/index.php?topic=22.0) SHTUP. There is no reason to include them in your mod. If someone wants fancy high-res textures, they'll install SHTUP.
Quote Posted by Lokisan
Also, in the SS2 editor, the models are just blocks. They do not have any visible body parts, so the chair is a whole block, and the AI is a block, if it is sitting or not, as far as I know.
If every model is only showing in the editor as a featureless block, something is very wrong with your DromEd install.
Quote Posted by john9818a
You could modify the seated motions to lower the AI since the motion determines how close the AI is to the ground.
Yes, modifying the freaking motion database is a perfect suggestion for someone who's still learning the basics. :tsktsk: