Animations, Postures, Controlling AI (for Mappers)

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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.

Animation

Overriding animations via attached objects