Posted by JM on October 20, 1998 at 10:05:52:
In Reply to: I have a few mat questions posted by Slapshot on October 19, 1998 at 20:10:56:
: 1: Is there any way to make a multi cell mat move without the player touching it?
: 2: If so, can I do it on an enemy 3do?
: 3:If so, is it possible to cause the mats to change when the enemy sees the player?
: If you see what I'm getting at, the final result will be really spiffy
: Also, If I make my own 3do of an enemy, do I need new pup, key, and AI files for it? I want to make an enemy based on a Noghri, but I want spikes on it's back and talons instead of a knife.
If its based off the noghri, import it into jed. Change the back and knife hand. Export those sectors AS THEIR OWN 3DO. Paste them over the appropriate meshes in the original. The mats will be messed up but thats easy to fix. This way the keys will still work. And, the ai can be the same. So can the cog, since its still slashing at ya. Infact, the only difference needs to be the model3d value in the template.
Now, on too mats.. Yes, you can animate a mat without the player touching it, on a 3do, when the player is sighted.
Use the animatemat verb (Its under material in cogwriter's linebuilder). Place it under the enemies 'sighted' message. It will animate EVERY instance of that mat in the level, though, so...