Sitting AI and Movement. - by Ravenhook
ZylonBane on 15/1/2016 at 05:04
Maybe you guys are doing something different with your seated AIs, but I've found that a self-referential Signal Response setup works perfectly well for keeping an AI running a looped animation, no need for AIWatchObj links (with a little help from NVRelayTrap to get the loop started).
Yandros on 15/1/2016 at 05:21
Can you provide a slightly more detailed description of that? I've never used Signal Response I don't think.
ZylonBane on 15/1/2016 at 05:58
The signal response setup has two steps:
Inline Image:
http://i.imgur.com/Z02k3Op.jpgFirst it plays a motion, then it sends a signal back to itself, ensuring that the motion plays forever.
Then there's this script:
NVRelayTrapOn="sim"; NVRelayTrapTDest="[me]";
NVRelayTrap2On="SignalAI"; NVRelayTrap2TDest="HappyPlace";
The first relay trap gets the signal response loop going on sim start. The second relay trap uses the signal sent in the last step of the signal response to trigger a teleport trap that moves the AI back to where it's supposed to be (CS 173 is an idle seated motion, but it has a very small amount of backward drift that adds up over time).
Elsewhere in the same mission I use a variation on this without the teleport, instead using all 16 available steps to have an AI continuously walk between various points, play animations, face other AIs, etc.
Ravenhook on 15/1/2016 at 08:43
Ahhhh.....I downloaded the extended motion db and plum forgot to unzip the bloomin' thing...do you think you could come over here to Wiltshire and bang my head off several walls please:p
Will try signal response too.
Thank you both very much.:D:D
Ravenhook on 15/1/2016 at 13:15
Ok, here's what I have...
AI with the sitting metaprop
Applied the ai-watch-obj link and linked it from the AI to the AI.
Edited the link and added everything that was given to me in the previous posts
Now this is where things go odd
If I fill in the rad and height box the AI is no longer sitting but standing in his chair with his motions
If I remove the height value and replace it with 0 he is back sitting motionless
I had to put the command in argument 3 of response box 1
Any further tinkering has no effects whatsoever and I have to restart dromed and start over adding the links all ending with either a standing twitcher or a seated wooden dummy...
Reckon I'll have to have standing drinkers.:(
Shadowspawn on 15/1/2016 at 14:02
I had a couple of sitting AI in "Lord Fishkill's Curse". They are in a bar at "ground level", off of the wide main street.
What I did was bend the AI model, so they looked like they were sitting as their default pose. (It was an incredible pain-in-the-butt). SO I only have two servant models, one male and female. But you can play ANY human motion on them.
You could reskin them to get more variation.
They have a complicated alert response, so that the model is switched out if they get alerted and stand up to flee. But you should be able to copy it. (They'll need a reskinned, unbent model to look right if they get alerted.)
I had promised Lady Rowena that I would try and fix the skeleton so she could use it with nobles, I have to remember try that when I get some free time.
You are welcome to use those models, good luck if you do.
Ravenhook on 15/1/2016 at 14:07
Thank Shadow.:D
Lokisan on 20/1/2016 at 10:49
I also did it like the way ZylonBane described it in my work, with the slight variation, if you want the player to break their looping animation (like if you hit/hurt them) instead of absolute, use normal or any other setting for priority.