Crispy on 9/10/2005 at 01:06
For head turn points - set up a patrol route as normal, then link one of the patrol points to the head turn point (
as well as the next patrol point). The head should turn from after the AI goes to that patrol point, to when it goes to the next one.
For the seated AI - I'd do this with look points, because they tell the AI to stop while it looks, and you can specify the duration of the look. Haven't tried this, but it should work: Give the AI an AddAIPoint. Then link that to two look points; one looking ahead, and one looking off to the side. The AI should look at each look point in turn. You can fiddle with the properties to change the durations.
The above is from Krypt's wiki tutorial on the subject, plus my own experimentation based on that. See the second part of (
http://www.ttlg.com/wiki/wikka.php?wakka=Navmesh).
No idea about the raven, but I remember someone saying that there were no birds in T3, and that the engine didn't support flying AIs. There are some bits and pieces of bird-related stuff hanging around, but they were apparently never actually used.
potterr on 9/10/2005 at 18:24
Quote Posted by Crispy
For head turn points - set up a patrol route as normal, then link one of the patrol points to the head turn point (
as well as the next patrol point). The head should turn from after the AI goes to that patrol point, to when it goes to the next one.
I can't seem to get it to link to both. I do this:
3 patrol route points the first 1 I connect to the second and the second to the 3rd. I then select the first 1 and ctrl click the head turn point. I then select the second and ctrl click the head turn point, however the orange line from the first to the head turn point goes and there is only one from the head turn point to the second patrol point. If I shift click I end up with a green circular route (is that what I am afer?)
Quote Posted by Crispy
For the seated AI - I'd do this with look points, because they tell the AI to stop while it looks, and you can specify the duration of the look. Haven't tried this, but it should work: Give the AI an AddAIPoint. Then link that to two look points; one looking ahead, and one looking off to the side. The AI should look at each look point in turn. You can fiddle with the properties to change the durations.
can't get this to work either, they just look straight ahead still.
Have a look (
http://www.potterdevelopments.org.uk/fm/look.gif) here as I don't think I have set this up right.
Krypt on 9/10/2005 at 20:28
Here's a crappy little diagram that hopefully will demonstrate how to set up the HeadturnPoint:
O
^
|
O---->H
^
|
O
O = PatrolPoints, H = HeadturnPoint. The PatrolPoints are connected together in a path going from bottom to top, which will be the path the AI will walk along. When he gets to the middle PatrolPoint he'll turn his head to look at the HeadturnPoint until he gets to the top PatrolPoint. So basically create the path you want your AI to walk along first, then add the HeadturnPoints in last and just connect from whatever points in the path you want the guy to turn his head at. You can link multiple PatrolPoints to the same HeadturnPoint also, so if you wanted to make a guy patrol in a circle around a pedestal and always be looking at the pedestal you could make 10 PatrolPoints around it and 1 HeadturnPoint in the center and link them all to it.
potterr on 9/10/2005 at 21:33
Krypt, cheers for that, it was actually working before, I just wasn't close enough to see it and the AI was in too much shadow.