Animations, Postures, Controlling AI (for Mappers): Difference between revisions
m adding category tag |
|||
(7 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
Dark Mod AI carry out idle animations by default. Mappers can choreograph characters to carry out both single or sequences of animations and postures such as sitting, sleeping, spoon-stirring to add atmosphere and story to their FMs. An AI can also be blinded, KO'd, killed etc by various triggers. The methods are described here and some possible animations | Dark Mod AI carry out idle animations by default. Mappers can choreograph characters to carry out both single or sequences of animations and postures such as sitting, sleeping, spoon-stirring to add atmosphere and story to their FMs. An AI can also be blinded, KO'd, killed etc by various triggers. The methods are described here and some possible animations are also listed below. | ||
Line 6: | Line 6: | ||
AI can be made to turn, wait, walk (patrol) to chosen positions and/or to carry out an anim defined in a path_anim entity. These can also be triggered with or without patrolling. For details see [[Path Nodes]] | AI can be made to turn, wait, walk (patrol) to chosen positions and/or to carry out an anim defined in a path_anim entity. These can also be triggered with or without patrolling. For details see [[Path Nodes]] | ||
==Sitting== | |||
AI can be made to sit down. Details at [[Sitting Behaviour for AI]] | |||
==Sleeping== | |||
AI can be made to sleep. Details at [[Sleeping AI]] | |||
==Conversations and Animations== | ==Conversations and Animations== | ||
Line 17: | Line 24: | ||
Stims and Responses can be used to provide various effects: to blind an AI temporarily, to cause a KO or the death of the AI, etc. For details see [[Stims and Responses]] | Stims and Responses can be used to provide various effects: to blind an AI temporarily, to cause a KO or the death of the AI, etc. For details see [[Stims and Responses]] | ||
==Changing Idle Animations== | |||
// greebo: Comma-separated list of anims | |||
// Animations affecting all channels (refer to anim names in the AI's modelDef) | |||
"idle_animations" "idle_cough,idle_cough02,idle_armwipe,idle_arm_scratch,idle_sneeze,idle_adjusting_belt,idle_eat,idle_spit,idle_shifting1,idle_shifting2,idle_nose_wipe,idle_stretch,idle_stretch02,idle_standontoes,idle_check_hand,idle_scuff" | |||
// Animations only playing on the torso channel. Applicable anytime. | |||
"idle_animations_torso" "idle_cough,idle_cough02,idle_armwipe,idle_arm_scratch,idle_sneeze,idle_adjusting_belt,idle_eat,idle_spit,idle_stretch,idle_check_hand" | |||
// Animations only playing on the torso channel while the AI is sitting. Applicable anytime. | |||
"idle_animations_sitting" "idle_sit_2,idle_sit_shift1,idle_sit_cough01,idle_sit_armdrop01,idle_sit_tap01,idle_sit_neckscratch" | |||
"idle_animations_interval" "25" // in seconds +/- 20% | |||
==Animations Names List== | ==Animations Names List== | ||
There is a list of animation names you can use at [[Animation List]] | |||
==Other Related Links== | ==Other Related Links== | ||
Line 40: | Line 55: | ||
[[Category:Editing]] | [[Category:Editing]] | ||
[[Category:AI Tutorials]] | |||
[[Category:Mapping Tutorials]] |
Latest revision as of 05:00, 22 November 2018
Dark Mod AI carry out idle animations by default. Mappers can choreograph characters to carry out both single or sequences of animations and postures such as sitting, sleeping, spoon-stirring to add atmosphere and story to their FMs. An AI can also be blinded, KO'd, killed etc by various triggers. The methods are described here and some possible animations are also listed below.
Patrolling and Path animations
AI can be made to turn, wait, walk (patrol) to chosen positions and/or to carry out an anim defined in a path_anim entity. These can also be triggered with or without patrolling. For details see Path Nodes
Sitting
AI can be made to sit down. Details at Sitting Behaviour for AI
Sleeping
AI can be made to sleep. Details at Sleeping AI
Conversations and Animations
AI will carry out an anim defined in a atdm:conversation_info entity. For details see Conversations
Responses from Stims
Stims and Responses can be used to provide various effects: to blind an AI temporarily, to cause a KO or the death of the AI, etc. For details see Stims and Responses
Changing Idle Animations
// greebo: Comma-separated list of anims // Animations affecting all channels (refer to anim names in the AI's modelDef) "idle_animations" "idle_cough,idle_cough02,idle_armwipe,idle_arm_scratch,idle_sneeze,idle_adjusting_belt,idle_eat,idle_spit,idle_shifting1,idle_shifting2,idle_nose_wipe,idle_stretch,idle_stretch02,idle_standontoes,idle_check_hand,idle_scuff" // Animations only playing on the torso channel. Applicable anytime. "idle_animations_torso" "idle_cough,idle_cough02,idle_armwipe,idle_arm_scratch,idle_sneeze,idle_adjusting_belt,idle_eat,idle_spit,idle_stretch,idle_check_hand" // Animations only playing on the torso channel while the AI is sitting. Applicable anytime. "idle_animations_sitting" "idle_sit_2,idle_sit_shift1,idle_sit_cough01,idle_sit_armdrop01,idle_sit_tap01,idle_sit_neckscratch" "idle_animations_interval" "25" // in seconds +/- 20%
Animations Names List
There is a list of animation names you can use at Animation List
Other Related Links
Other relevant articles can be found below. These may not necessarily be relevant for mappers but eg, for animation developers, etc.
Overriding animations via attached objects
Animation (general list)