Dead Bodies: Difference between revisions
From The DarkMod Wiki
Jump to navigationJump to search
+for AIs without ragdoll models |
m +ctrl k revision |
||
Line 8: | Line 8: | ||
If a ragdoll doesn't exist (for example, animals), the solution is to kill the AI at map start. | If a ragdoll doesn't exist (for example, animals), the solution is to kill the AI at map start. | ||
# Create the appropriate entity | # Create the appropriate entity | ||
# Target that entity from any worldspawn brush or patch ( | # Add "Target" spawnarg to that entity from any worldspawn brush or patch (control k doesn't work with worldspawn, have to type it manually...now all worldspawn show the entity as target) | ||
# Setup a "Trigger" response via the entity Stim/Response panel | # Setup a "Trigger" response via the entity Stim/Response panel | ||
# Add a "Response Effect" of "Kill", selecting the entity name as the target | # Add a "Response Effect" of "Kill", selecting the entity name as the target |
Revision as of 02:02, 16 November 2013
To create a dead body in your mission:
Create entity > darkmod > ragdoll then select the one you want. Place it approximately where you want it to fall. You can't pose it like in Thief as far as I know so it falls like a ragdoll.
Though, you can move it around in-game (use cvar g_dragEntity 1), and then use the saveRagdolls console command to write the ragdoll position out to the map file.
If a ragdoll doesn't exist (for example, animals), the solution is to kill the AI at map start.
- Create the appropriate entity
- Add "Target" spawnarg to that entity from any worldspawn brush or patch (control k doesn't work with worldspawn, have to type it manually...now all worldspawn show the entity as target)
- Setup a "Trigger" response via the entity Stim/Response panel
- Add a "Response Effect" of "Kill", selecting the entity name as the target
Note the entity will go through the death anim, so don't have the player start be in earshot at start.