Heads Available for AI: Difference between revisions

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Line 104: Line 104:
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:atdm:ai_ head_commoner05'''
Image:commoner05_3.jpg|'''atdm:atdm:ai_ head_commoner05'''
Image:commoner05_4.jpg|'''atdm:atdm:ai_ head_commoner05_ lighthair'''
Image:commoner05_5.jpg|'''atdm:atdm:ai_ head_commoner05_ lighthair'''





Revision as of 00:24, 26 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