How to Make Your AI Unique: Difference between revisions

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''written by Springheel''
''written by Springheel''


Running into clones of the same AI over and over again can damage a player's suspension of disbelief.  Beyond that, it's just plain boring.  Luckily, there are some fairly easy ways to make your AI look a little different from each other.
Running into clones of the same AI over and over again can ruin the illusion of being in a realistic environment.  Beyond that, it's just plain boring.  Luckily, there are some fairly easy ways to make your AI look a little different from each other.


== Skins ==
== Skins ==

Revision as of 01:17, 18 June 2007

written by Springheel

Running into clones of the same AI over and over again can ruin the illusion of being in a realistic environment. Beyond that, it's just plain boring. Luckily, there are some fairly easy ways to make your AI look a little different from each other.

Skins

An easy--and quite effective--way to make your AI quite different from each other is to use an alternate skin. A skin is basically a different texture from the default. It could be as simple as changing the colour of an AI's tunic from blue to green, or a totally new texture that changes the clothing entirely (though obviously the basic shape of the model remains the same).

proguardskin.jpg

At the moment, not very many of The Dark Mod's AI actually have alternate skins to choose from, but things will improve slowly.

To use a different skin, you need to add the key/var "skin" "[skin name]" to the AI in the entity window. You can browse for skins in D3ed, but existing skins will not show up in the "Matching Model" section, so you would have to scroll through the existing skins to find them (they should be under "characters") (look this up). I don't know how this works in Dark Radiant.

Attaching Different Head

Another option is choosing a different head.


Def_Attaching Prop Items

Attaching 'Alternate Animation' Objects