Heads Available for AI: Difference between revisions

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''author: Springheel''
''author: Springheel''


The number of TDM heads has been expanded recently, and this page is an attempt to make it easier for mappers to browse and select the heads they want to use.  The name listed is the actual entitydef name, so mappers can add these heads to their AI by simply finding the head they want on this page and typing "def_head" "[name of head]" in the entity editor window.   
One of the easiest ways to add variety to a group of similar AI is to attach different heads.  It can be difficult to keep track of what heads are available, however.
 
This page is an attempt to make it easier for mappers to browse and select the heads they want to use.  The name listed is the actual head entitydef name (though spaces have been added to make the name fit in the table), so mappers can add these heads to their AI by following three simple steps:
 
1. Find the head you want on this page
2. Select the AI in your map
3. Type "def_head" "[listed name of head]" in the entity editor window. ''(Example:  "def_attach" "atdm:ai_head_baseguard_chaincoif_goatee")''
 
   


Some of the heads are separate models, others differ due to textures or def_attached objects.  Each one, however, is its own entity.   
Some of the heads are separate models, others differ due to textures or def_attached objects.  Each one, however, is its own entity.   

Revision as of 21:00, 6 November 2008

author: Springheel

One of the easiest ways to add variety to a group of similar AI is to attach different heads. It can be difficult to keep track of what heads are available, however.

This page is an attempt to make it easier for mappers to browse and select the heads they want to use. The name listed is the actual head entitydef name (though spaces have been added to make the name fit in the table), so mappers can add these heads to their AI by following three simple steps:

1. Find the head you want on this page 2. Select the AI in your map 3. Type "def_head" "[listed name of head]" in the entity editor window. (Example: "def_attach" "atdm:ai_head_baseguard_chaincoif_goatee")


Some of the heads are separate models, others differ due to textures or def_attached objects. Each one, however, is its own entity.

(for more information about attaching heads to AI, see Swapping Heads on AI Models)


PAGE IS CURRENTLY WIP -- more to come as time permits

Guard Heads

City Watch Heads

Generic Professional Guard Heads

Civilian Heads

Nobleman Default Heads


Commoner Default Heads

Builder Heads

Builder Guard Heads