Attaching Props to AI: Difference between revisions

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(Get rid of confusing clutter of double quote marks around spawnargs and their values in code blocks. Just use spaces with uniform offset. Revise subheads and order)
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Each AI has a set of pre-determined coordinates (attachment points).  The mapper can attach things to these points by using the following spawnargs in an AI's entity window:
Each AI has a set of pre-determined coordinates (attachment points).  The mapper can attach things to these points by using the following spawnargs in an AI's entity window:


  "def_attach5"  "[entity name]"
  def_attach5       [entity name]
  "pos_attach5"  "[attachment point name]"
  pos_attach5       [attachment point name]


The number is arbitrary.  As long as both lines have the same number, you could use 999.  Best to stay away from numbers 1-5, however, as some AI come with default props (pauldrons, weapons, etc), and you could overwrite them.   
The number is arbitrary.  As long as both lines have the same number, you could use 999.  Best to stay away from numbers 1-5, however, as some AI come with default props (pauldrons, weapons, etc), and you could overwrite them.   
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=== List of Attachable Objects ===
=== List of Attachable Objects ===
The following are prop entities already created for def_attaching.  You can cut and paste these into the entity window in DR.  You may need to change the number to something unique.
The following are prop entities already created for def_attaching.  After you select one and copy its spawnargs into the AI's entity window in DR, you may need to change the ''attach'' number to something unique.


For information on making new attachment points, or positioning new entities, see [[Attachment Positions]].
For information on making new attachment points, or positioning new entities, see [[Attachment Positions]].


==== Lights ====
==== Hand Objects - Lights ====


  "def_attach5"  "atdm:prop_torch_on"        // a regular, lit torch
  def_attach5       atdm:prop_torch_on         ''// a regular, lit torch''
  "pos_attach5"  "hand_l"
  pos_attach5       hand_l


  "def_attach5"  "atdm:prop_torch_gothic_on"    // a lit torch with a cage
  def_attach5       atdm:prop_torch_gothic_on ''// a lit torch with a cage''
  "pos_attach5"  "hand_l"
  pos_attach5       hand_l


  "def_attach5"  "atdm:prop_lantern_on"       // a brass oil lantern
  def_attach5       atdm:prop_lantern_on      ''// a brass oil lantern''
  "pos_attach5"  "hand_l"
  pos_attach5       hand_l


  "def_attach5"  "atdm:prop_lantern02_on"      // an alternate metal oil lantern
  def_attach5       atdm:prop_lantern02_on     ''// an alternate metal oil lantern''
  "pos_attach5"  "hand_l"
  pos_attach5       hand_l


==== Belt Objects ====
==== Hand Objects - Other Than Lights ====


  "def_attach6"  "atdm:prop_lootbag"  // used for loot
  def_attach5        atdm:prop_halberd        ''// a long halberd; decorative only--dropped when AI alerted''
  "pos_attach6"  "belt_back_right"
  pos_attach5        hand_l


  "def_attach6"  "atdm:prop_belt_pouch"  // used for decoration
  def_attach5        atdm:prop_winebottle      ''// AI holds bottle and occasionally drinks from it''
  "pos_attach6"  "belt_back_right"
  pos_attach5        hand_l


  "def_attach6"  "atdm:prop_key_gold"
  def_attach5        atdm:prop_cards          ''// AI holds hand of cards and occasionally draws another one.  For use when sitting.''
  "pos_attach6"  "belt_back_right"
  pos_attach5        hand_l


"def_attach6"  "atdm:prop_key_silver"
==== Belt Objects ====
"pos_attach6"  "belt_back_right"


  "def_attach6"  "atdm:prop_key_padlock"
  def_attach6       atdm:prop_lootbag          ''// used for loot''
  "pos_attach6"  "belt_back_right"
  pos_attach6       belt_back_right


  "def_attach6"  "atdm:prop_key_simple"
  def_attach6       atdm:prop_belt_pouch      ''// used for decoration''
  "pos_attach6"  "belt_back_right"
  pos_attach6       belt_back_right


  "def_attach6"  "atdm:prop_key_fancy01"
  def_attach6       atdm:prop_potion_healing  ''// for pick-pocketing; AI will not use it.''
  "pos_attach6"  "belt_back_right"
  pos_attach6       belt_back_right


  "def_attach6"  "atdm:prop_potion_healing"      // for pick-pocketing; AI will not use it.
  def_attach6       atdm:prop_smithyhammer    ''// a simple work hammer, decorative only at the moment''
  "pos_attach6"  "belt_back_right"
  pos_attach6       hip_sheath_l


"def_attach6"  "atdm:prop_smithyhammer"  // a simple work hammer, decorative only atm
==== Belt Objects - Keys ====
"pos_attach6"  "hip_sheath_l"
''Example of key attachment by bikerdude''


== Example, attaching a key to an AI == (bikerdude)
  def_attach6               atdm:prop_silverkey
 
  pos_attach6               belt_back_right
  "def_attach6" "atdm:prop_silverkey"
  name_attach6               gate_key
  "pos_attach6" "belt_back_right"
  set inv_name on gate_key   gate key         ''// name shown in inventory''
  "name_attach6" "gate_key"
  set name on gate_key       gate_key
  "set inv_name on gate_key" "gate key"
  "set name on gate_key" "gate_key"


More info can be found on the following thread - http://forums.thedarkmod.com/topic/13084-ai-attach-keys/
More info can be found on the following thread - http://forums.thedarkmod.com/topic/13084-ai-attach-keys/


==== Other ====
Other attachable key styles include:
 
  atdm:prop_key_gold
  "def_attach5"  "atdm:prop_halberd"  // a long halberd; decorative only--dropped when AI alerted
  atdm:prop_key_silver
  "pos_attach5"  "hand_l"
  atdm:prop_key_simple
 
  atdm:prop_key_fancy01
  "def_attach5"  "atdm:prop_winebottle"  // AI holds bottle and occasionally drinks from it
  atdm:prop_key_padlock
  "pos_attach5"  "hand_l"
 
  "def_attach5"  "atdm:prop_cards"  // AI holds hand of cards and occasionally draws another one.  For use when sitting.
"pos_attach5"  "hand_l"


== Binding ==
== Binding ==


'''Benefits:''' You can bind any object to an AI, so it is a great deal more flexible.  You can also see and position the object in DR.
'''Benefits:''' You can bind any object to an AI, so it is a great deal more flexible.  You can also see and position the object in DR.


'''Weaknesses:''' Bound objects cannot affect AI animations.  You must adjust each object individually.
'''Weaknesses:''' Bound objects cannot affect AI animations.  You must adjust each object individually.


See [[BindToJoint]] for more info.
See [[BindToJoint]] and [[Attaching Items]] for more info on using bind.
 
 
See [[Attaching Items]] for more info on using bind.


{{tutorial-ai}}
{{tutorial-ai}}

Revision as of 17:31, 23 March 2020

Attaching things to AI is an important way to make your AI unique.

There are two ways to attach things (hereafter referred to as 'props') to AI. Each has its strengths and weaknesses.


To attach working weapons and heads see Adding Heads and Weapons to AI


Using Def_Attach

Benefits: The mapper can easily attach pre-existing prop entities; no fiddling with positions or rotations. More importantly, def_attached entities often adjusts AI animations appropriately (eg, def_attaching a torch automatically makes the AI use the 'torch' animations).


Weaknesses: It is time-consuming to make prop entities that don't already exist. Def_attached objects will not be visible in DR.


Each AI has a set of pre-determined coordinates (attachment points). The mapper can attach things to these points by using the following spawnargs in an AI's entity window:

def_attach5       [entity name]
pos_attach5       [attachment point name]

The number is arbitrary. As long as both lines have the same number, you could use 999. Best to stay away from numbers 1-5, however, as some AI come with default props (pauldrons, weapons, etc), and you could overwrite them.

[entity name] is the entity that you want to attach, like "atdm:prop_torch_gothic_on". You can find a list of preset attachable objects in prop_items.def and prop_wearable_items.def. Or see the quick list below.

[attachment point name] is the name of the predefined point you want to attach the object to, like "hand_l". See the list of preset attachment points below.


This image indicates some common attachment points. You can cut and paste the names below:

attachment_points.jpg

1. "hip_sheath_l"

This is designed for sheathed weapons on the hip.

2. "hand_l"

The left hand, used for torches, bottles, etc. You can attach a weapon to this hand but AI will not attack with it.

3. "belt_back_right"

This is on the back of the belt on the right hand side, designed for purses, keys, or other things players may want to pickpocket.

4. "hand_r"

The right hand. Generally reserved for weapon use.

5. "slung_across_back_rl"

This is primarily used for weapons worn on the back, like hammers or bows.

List of Attachable Objects

The following are prop entities already created for def_attaching. After you select one and copy its spawnargs into the AI's entity window in DR, you may need to change the attach number to something unique.

For information on making new attachment points, or positioning new entities, see Attachment Positions.

Hand Objects - Lights

def_attach5        atdm:prop_torch_on         // a regular, lit torch
pos_attach5        hand_l
def_attach5        atdm:prop_torch_gothic_on  // a lit torch with a cage
pos_attach5        hand_l
def_attach5        atdm:prop_lantern_on       // a brass oil lantern
pos_attach5        hand_l
def_attach5        atdm:prop_lantern02_on     // an alternate metal oil lantern
pos_attach5        hand_l

Hand Objects - Other Than Lights

def_attach5        atdm:prop_halberd         // a long halberd; decorative only--dropped when AI alerted
pos_attach5        hand_l
def_attach5        atdm:prop_winebottle      // AI holds bottle and occasionally drinks from it
pos_attach5        hand_l
def_attach5        atdm:prop_cards           // AI holds hand of cards and occasionally draws another one.  For use when sitting.
pos_attach5        hand_l

Belt Objects

def_attach6        atdm:prop_lootbag          // used for loot
pos_attach6        belt_back_right
def_attach6        atdm:prop_belt_pouch       // used for decoration
pos_attach6        belt_back_right
def_attach6        atdm:prop_potion_healing  // for pick-pocketing; AI will not use it.
pos_attach6        belt_back_right
def_attach6        atdm:prop_smithyhammer    // a simple work hammer, decorative only at the moment
pos_attach6        hip_sheath_l

Belt Objects - Keys

Example of key attachment by bikerdude

def_attach6                atdm:prop_silverkey
pos_attach6                belt_back_right
name_attach6               gate_key
set inv_name on gate_key   gate key          // name shown in inventory
set name on gate_key       gate_key

More info can be found on the following thread - http://forums.thedarkmod.com/topic/13084-ai-attach-keys/

Other attachable key styles include:

atdm:prop_key_gold
atdm:prop_key_silver
atdm:prop_key_simple
atdm:prop_key_fancy01
atdm:prop_key_padlock

Binding

Benefits: You can bind any object to an AI, so it is a great deal more flexible. You can also see and position the object in DR.

Weaknesses: Bound objects cannot affect AI animations. You must adjust each object individually.

See BindToJoint and Attaching Items for more info on using bind.