Path for Characters - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Path for Characters (/thread-30255.html) Pages:
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Path for Characters - User01 - 07-12-2015 Hi I wanna know how to make a character such as Alexander to path but AddEnemyPatrolNode works just for enemies. I could change the Alexander to an enemy but then he doesn't keep his animations and that's not what I want. And I really have no idea how to make entities move. It seems very complicated so I don't know what to do. Need help and if possible, the easiest way please. RE: Path for Characters - Neelke - 07-12-2015 There is already an enemy of Alexander. You can just grab that. http://www.moddb.com/games/amnesia-the-dark-descent/addons/alexander-enemy RE: Path for Characters - User01 - 07-12-2015 I prefer him to float like a ghost, as he does with the Idle animation. But it seems that I can't change the walk animation for an enemy. Also tried to replace the anm and dae files. However, he doesn't necessary have to be an enemy, though. RE: Path for Characters - Slanderous - 07-12-2015 If you'd use what Neelke shared, it would be much faster and easier to script, with a very small diffrence. You can disable the enemy triggers via particular script function, so he won't attack you, and you can give him patrol nodes. RE: Path for Characters - User01 - 07-12-2015 (07-12-2015, 01:03 PM)Lazzer Wrote: If you'd use what Neelke shared, it would be much faster and easier to script, with a very small diffrence. You can disable the enemy triggers via particular script function, so he won't attack you, and you can give him patrol nodes.I know. I just want to keep his Idle animation. Is it even possible as an enemy? I'm not the best scripter, but that's why I'm here and I got time. So anyone an idea? RE: Path for Characters - FlawlessHappiness - 07-12-2015 Yes, it's possible to keep an idle animation. You have to go into the enemy-file and overwrite every other animation with the idle animation. RE: Path for Characters - User01 - 07-12-2015 (07-12-2015, 02:42 PM)FlawlessHappiness Wrote: Yes, it's possible to keep an idle animation.Which enemy-file? Do you mean the animations in redist\entities\enemy or the ones from the alexander enemy folder? I tried the second methode several times. But insteadt applying the overwritten animation IG, the model plays no animation at all. He is standing with the arms apart. RE: Path for Characters - FlawlessHappiness - 07-12-2015 What I meant was: Open the enemy in the model editor. Go to Settings>Animations. Select all the different animations, click the [...] button, and change them into the idle animation. (Since he probably won't have any triggers, you will only need to change Run and Walk) I have done this before, to make a Grunt only use the run animation. RE: Path for Characters - User01 - 07-12-2015 (07-12-2015, 03:54 PM)FlawlessHappiness Wrote: What I meant was:Ok. I've done this with Grunt, Alexander Enemy etc. It only works with the Enemies, not characters. Do you have steam, skype or something? RE: Path for Characters - User01 - 07-12-2015 I think the the .anm and .anim files from original Alexander needs to be modified to Enemy... but I don't know how since I have no program for that. |