Idle Animations: Difference between revisions

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In Idle State, our AI can randomly choose between any number of idle animations. The list of possible idle anims is stored in the AI's [[DEF]] file and can easily be overridden in the editor. The animation is played on the '''ANIMCHANNEL_TORSO'''. Take a look at '''tdm_ai_base.def''':
In Idle State, our AI can randomly choose between any number of idle animations.  


  "idle_animations"          "Torso_Itch,Torso_SniffArm,Torso_Cough"
There are two lists of possible idle anims stored in the AI's [[DEF]] file, which can easily be overridden in the editor.
 
One list is containing the animations played on the '''ANIMCHANNEL_TORSO''' only. These are suitable for all kinds of idling AI (sitting, walking, whatever).
 
The second list is containing the animation statenames of anims playing on TORSO and LEGS channel. These are activated when the AI's LEGS channel is playing the Idle animation (which is true for a standing guard, but not for a patrolling one).
 
Take a look at '''tdm_ai_base.def''':
 
  "idle_animations"          "Itch,SniffArm,Cough"
"idle_animations_torso"    "Itch,SniffArm,Cough"
  "idle_animations_interval"  "25" // seconds
  "idle_animations_interval"  "25" // seconds


The '''animation list''' is comma- or space-separated and can be any length. Note that the actual names (e.g. '''Torso_Itch''') refer to the AnimState script functions defined in ai_darkmod_base.script, not the actual animation names.
The '''animation list''' is comma- or space-separated and can be any length. Note that the actual names (e.g. '''Itch''') refer to the AnimState script functions defined in ai_darkmod_base.script, not the actual animation names. The prefix "Torso_" and "Legs_" is automatically appended to the names in the list: '''Itch''' is becoming '''Torso_Itch'''.


The '''interval''' is measured in seconds and an uncertainty of plus/minus 20% is automatically applied by the SDK code. Set this to zero or negative values disables the idle animations on this AI.
The '''interval''' is measured in seconds and an uncertainty of plus/minus 20% is automatically applied by the SDK code. Set this to zero or negative values disables the idle animations on this AI.


{{editing}}
{{editing}}

Revision as of 22:31, 8 November 2007

In Idle State, our AI can randomly choose between any number of idle animations.

There are two lists of possible idle anims stored in the AI's DEF file, which can easily be overridden in the editor.

One list is containing the animations played on the ANIMCHANNEL_TORSO only. These are suitable for all kinds of idling AI (sitting, walking, whatever).

The second list is containing the animation statenames of anims playing on TORSO and LEGS channel. These are activated when the AI's LEGS channel is playing the Idle animation (which is true for a standing guard, but not for a patrolling one).

Take a look at tdm_ai_base.def:

"idle_animations"           "Itch,SniffArm,Cough"
"idle_animations_torso"     "Itch,SniffArm,Cough"
"idle_animations_interval"  "25" // seconds

The animation list is comma- or space-separated and can be any length. Note that the actual names (e.g. Itch) refer to the AnimState script functions defined in ai_darkmod_base.script, not the actual animation names. The prefix "Torso_" and "Legs_" is automatically appended to the names in the list: Itch is becoming Torso_Itch.

The interval is measured in seconds and an uncertainty of plus/minus 20% is automatically applied by the SDK code. Set this to zero or negative values disables the idle animations on this AI.