Adding Heads and Weapons to AI

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Revision as of 22:00, 26 August 2010 by Fidcal (talk | contribs)
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TODO : def_attach1 <weapon name> is sufficient now to attach weapons so this article needs reviewing. To see updated information on attaching weapons, see Attaching Props to AI

Changing (attaching) heads on AI

def_head <head name> is sufficient now to attach heads. But Dark Radiant now has a visual head browser so the easiest way is to enter the property def_head with some random characters as value, select it, then select the select head button at the bottom of the Entity Inspector panel.

Details are at:

Swapping Heads on AI Models
Heads Available for AI


Removing inherited Attachments from AI

It's possible to remove inherited AI attachments like weapons in DarkRadiant by overriding the inherited spawnargs. To do this, select the entity in DarkRadiant, select "Show inherited properties" and browse to the offending attachment (for instance "def_attach1") and set its value to the minus sign "-". (Note: It's not possible to store empty spawnargs (this would be a deletion in DarkRadiant), the "empty" value has been set to the minus "-" - this is just a convention, the SDK will ignore the minus signs. Other values will throw an error).

"def_attach1"   "-"

This will override the inherited spawnarg and in fact remove the attachment from the AI without throwing a console error on map load.