Adding Heads and Weapons to AI

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Revision as of 02:31, 31 October 2009 by Crispy (talk | contribs) (Marked for cleanup/updating)
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TODO : def_attach1 <weapon name> is sufficient now to attach weapons so this article needs reviewing.

TODO : def_head <head name> is sufficient now to attach heads.


Are you a mapper looking for info on Swapping Heads on AI Models in your map?

Are you looking for a review of Heads Available for AI to choose from?

To see updated information on attaching weapons, see Attaching Props to 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.