Re: 2 things: AI and New Enemies ((Please Answer this One))


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Posted by JM on July 14, 1998 at 12:13:40:

In Reply to: 2 things: AI and New Enemies ((Please Answer this One)) posted by Umberto Fett on July 14, 1998 at 10:35:08:


: This is a rehash of 2 posts i made before the board was cleared:

: 1:Does anyone know how to activate an AI say, after a player gets within a certain distance of an enemy. Also, is it possible to have a certain AI file action, if it occurs (ie the chance for the action is met) call a cog?

Certainly! The AI determines lots of stuff, but the cog really controls the enemy (How much damage it takes from weapons, where to go when it runs away, ect.) So, you can just add some stuff to it. IE if you want it to switch to secondary weapon when fleeing just copy the code under the skill section that deals with force pull (or proximity on the smaking guys) into the flee section. Yeah, I know this is vaque, but I haven't done much with actor cogs cept change a template name to make my wookies work.

: 2:I've made a new enemy the following way: I took an MP skin, and added the mesh for a weapon, and saved it to my project dir. I made a template entry for it. (I did do other stuff like a pup and cog but thats unrelated). The enemy does apear in the resource picker in JED (I'm using 0.8), and if I enable the 3do preview it shows correctly, but it does not apear in the 3d level preview or in the game.

: Answers to either question would be apreciated.
: Thanx,
: Umberto Fett




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