vfig on 12/1/2024 at 17:13
it might catch too many events, but you could try a catch-all tag on the schema:
Code:
env_tag (Event Collision) (Material Chain)
if you merely want to be sure all CreatureTypes are included (and not all types of collisions full stop), you can add them into the tag separated by spaces. here i used the thief gold list of CreatureTypes as found in envsound.spc; if you are using thief 2, change this accordingly:
Code:
env_tag (Event Collision) (CreatureType Ape Apparition Burrick ConTrick Crayman ElemAir ElemFire Frog Guard Haunt Player Servant Spider Sweel Zombie) (Material Chain)
that said, i am not sure if ai creatures even collide with ropes (from memory i think they just walk right through them); and if you added the Physics>Misc>AI Collides With property to them, it seems likely the ai would collide badly with them, interfering with their pathing or possibly getting stuck—so you would need to experiment with that.
if what you actually want is dangling chains that will (a) make a sound and (b) wobble around plausibly when ais touch them, this whole rope thing is really not the right solution for that. for (a) alone you could use an invisible OBB object with AI Collides With turned on, and its Physics>Misc>Collision Type set to
only "Full Collision Sound". for (b) you really need a custom animated model; but this is then not compatible with the player climbing it like a rope.
Marzec on 15/1/2024 at 11:59
Yes, plausibly wobbling dandling chain when creatures collide with them sounds like a nice atmospheric touch for tomb and dungeon missions. Thanks for the tips!