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Path for Characters
User01 Offline
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#1
Path for Characters

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.
(This post was last modified: 07-12-2015, 11:25 AM by User01.)
07-12-2015, 10:31 AM
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Neelke Offline
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#2
RE: Path for Characters

There is already an enemy of Alexander. You can just grab that.

http://www.moddb.com/games/amnesia-the-d...nder-enemy

Derp.
07-12-2015, 11:13 AM
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User01 Offline
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#3
RE: Path for Characters

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.
(This post was last modified: 07-12-2015, 12:26 PM by User01.)
07-12-2015, 11:39 AM
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Slanderous Offline
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#4
RE: Path for Characters

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.
07-12-2015, 01:03 PM
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User01 Offline
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#5
RE: Path for Characters

(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?
07-12-2015, 01:33 PM
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FlawlessHappiness Offline
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#6
RE: Path for Characters

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.

Trying is the first step to success.
07-12-2015, 02:42 PM
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User01 Offline
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#7
RE: Path for Characters

(07-12-2015, 02:42 PM)FlawlessHappiness Wrote: 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.
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.
07-12-2015, 02:56 PM
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FlawlessHappiness Offline
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#8
RE: Path for Characters

What I meant was:
Open the enemy in the model editor.
Go to Settings>Animations.
[Image: 6c0e5b71b3.png]
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.

Trying is the first step to success.
(This post was last modified: 07-12-2015, 03:55 PM by FlawlessHappiness.)
07-12-2015, 03:54 PM
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User01 Offline
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#9
RE: Path for Characters

(07-12-2015, 03:54 PM)FlawlessHappiness Wrote: What I meant was:
Open the enemy in the model editor.
Go to Settings>Animations.
[Image: 6c0e5b71b3.png]
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.
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?
(This post was last modified: 07-12-2015, 05:52 PM by User01.)
07-12-2015, 04:00 PM
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User01 Offline
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#10
RE: Path for Characters

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.
(This post was last modified: 07-12-2015, 05:32 PM by User01.)
07-12-2015, 05:30 PM
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