Heads Available for AI: Difference between revisions

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Image:head05.jpg|'''atdm:ai_head_ nobleman1_redhat_ darkhair'''
Image:head05.jpg|'''atdm:ai_head_ nobleman1_redhat_ darkhair'''
Image:commoner05_3.jpg|'''atdm:ai_head_ nobleman1_darkhair'''
Image:commoner05_3.jpg|'''atdm:ai_head_ nobleman_young'''


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Image:commoner04_3.jpg| '''atdm:ai_head_ commoner04_clothcoif _green'''
Image:commoner04_3.jpg| '''atdm:ai_head_ commoner04_clothcoif _green'''
Image:commoner05_3.jpg|'''atdm:ai_head _commoner05'''
 


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</gallery>

Revision as of 23:57, 25 February 2009

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_head" "atdm:ai_head_baseguard_chaincoif_goatee") (remember if you cut and paste to remove the spaces in the name)


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)

Builder Heads

Builder Guard Heads


Guard Heads

City Watch Heads

Generic Guard Heads

Civilian Heads

Nobleman Default Heads


Commoner Default Heads