Animations, Postures, Controlling AI (for Mappers): Difference between revisions
Line 33: | Line 33: | ||
[[Overriding animations via attached objects]] | [[Overriding animations via attached objects]] | ||
[[Animation playback speed]] | |||
[[Animation]] (general list) | [[Animation]] (general list) |
Revision as of 14:22, 22 May 2010
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 is 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
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
Animations Names List
This list may not apply to all AI and may not be complete as new animations are added to Dark Mod.
TO DO
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)