Mortal Monkey on 23/8/2002 at 16:08
Yay! Thankyou! :)
YcatX on 23/8/2002 at 16:31
The XML page cannot be displayed
Cannot view XML input using style sheet. Please correct the error and then click the Refresh button, or try again later.
--------------------------------------------------------------------------------
Parameter entity must be defined before it is used. Error processing resource 'http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd'. Line 85, Position 2
%xhtml-prefw-redecl.mod;
-^
William The Taffer on 23/8/2002 at 19:20
Ah yes, NICE! I was looking for a updated list. Thankx!:cool:
William The Taffer on 23/8/2002 at 19:27
So if I were to add "Player 0, jumping, direction 4" Would it work for a guard instead of the player?
Hit Deity on 24/8/2002 at 03:01
It's easy to have AI make motions. Just add a line after the goto -- Play Motions (the motion tag itself goes on the last of the three argument lines). Here's the tag you may want...
Search, Scan
Your guard will look around for a couple of seconds. Below is a list of all motion tags names along with some notes... (Many thanks to Thumper and Totality for extracting these tags from the Thief databases):
===========
Thief 2 Motions
---------------
First of all AI can 'play' motions in several ways:
-- Conversations
-- AI_WatchObject
-- The property: Add>Motion>ActorTagList>[motion text] Motion loops continuously.... DanceOne is the classic motion of the zombies dancing in the Thief Gold blooper mission (I haven't gotten this to work yet).
Motion tags are placed in Argument line 3 under play sound/motion on conversations and other AI programming like AIWatchObj. These are motions specifically designed for conversations since their play length is always the same. All of those starting with "Conv..." have been tested are known to work.
Note - for those AI with weapons, the right hand would contain the weapon, and left is unarmed.
Conv 1 - Wipe face with left hand, or pointing, or knocking on door
Conv 2 - Lean back hard, reacting, stunned
Conv 3 - Figets side to side
Conv 4 - Shake arms in frustration
Conv 5 - Lean ahead and peer ahead
Conv 6 - Nod head in agreement
Conv 7 - Point/gesture straight ahead both hands together like patting dough
Conv 8 - Tilt head to right
Conv 9 - Both hands behind back
Conv 10 - Hold hands together in front
Conv 11 - Place right hand across waist fast, like salute
Conv 12 - Shrug, then point with right hand pointing up
Conv 13 - Complex tippy-towing to right, looking, then running away to right
Conv 14 - Lying on back, talking .. happens at waist level
Conv 15 - Gesturing wildly, talking with hands, not manacing
Conv 16 - Talking with hands explaining a point in detail
Conv 17 - Gesturing, explaining by sweeping arms, brief.
Conv 18 - Quick explaining hand motions
Conv 19 - Gesturing as though "C'mon... let's just do it!"
Conv 20 - Gesturing as though "I don't get it..." or "this seems stupid..." (turns away at end)
Conv 21 - Swimming horizonatally, then dying
Conv 22 - Explanation, lengthy
Conv 23 - Simple head roll "maybe you're right..."
Conv 24 - Raise right arm, long distance wave
Conv 25 - Raise arm to waist as though "are you with us?"
Conv 26 - Raise right arm, shake head "no"
Conv 27 - Raise left hand making simple point
Conv 28 - Slow shaking of arm in front together
Conv 29 - Going ape-shit, raising arms, spinning on feet, lecturing
Conv 30 - Leaning forward to listen
Conv 31 - Point with right hand, slow.
Conv 32 - Arms raised together, then slowly lowered as tho' angry boss
Conv 33 - Leaning in, then shaking head in dissappointment
Conv 34 - Leaning in, pointing or reaching straight ahead with right hand
Conv 35 - Leaning in to hear, staying there for a while, then straighten up
Conv 36 - Lying on back, tossing, or maybe struggling ...happens at waste level
Conv 37 - Big "yes" head nod
Conv 38 - Wiping face with left hand, maybe knocking on door or throwing switch (sometimes turns)
Conv 39 - Crossing left arm across waist
Conv 40 - Raising left arm, tipping head to left, tossing hands foward
Conv 41 - Arms quickly raised to waist level
Conv 42 - Crouching, looking straight ahead
--------
MORE MOTIONS...
These seem to need to be typed exactly as shown -- mixing and matching these names in other ways doesn't seem to work. The number '0' seen in some lines may not be needed, but doesn't seem to hurt. Some of these motion tags may be the same as "Conv" motions. Many of them have runtime varieties -- sometimes playing longer or shorter depending on which of the varieties gets played -- so most of these may not be very useful for carefully-timed conversations. The ones starting with "Conversation" however, are old Thief 1 conversation motions, and these can be used reliably in timed conversations.
Lines (below) beginning with "#" do not seem to work - or I don't have a clue how to use them.
From Totality...
----------------
***** = Tested and works
# = Does not work
Others have not been tested yet
***** WorldFrob 0, WithTray 0, AtWaist 0, BellPull 0 - General hand-off or pointing, non-threatening.
WorldFrob 0, AtWaist 0 Frobs in front with right hand forwayrd
WorldFrob 0, Lever Pulls a lever
WorldFrob, Door - Opens Door
***** Stand2Sit - Sits down from standing
Sit2Stand Gets up from sitting
***** Sit2Lie - Goes from sitting to lying
Lie2Stand From lying to sitting
***** Crumple, Die - Lies on face dead
***** Crumple, Knockout - Lies on back dead
#OnStairs As if KOd on stairs
#IsConfined Falls to knees then back
#NearHazard It is allowable, don't know what it does.
***** Search, Peek - Peers Forward
***** Search, Scan - Leans forwards hunches body and turns head.
***** Discover, Pointout - Points forwards with left hand.
Discover, Recoil Recoils backwards
***** Discover, Challenge - Points forwards real quickly.
Discover, Thwarted Shrugs shoulders in warming up kind of way.
Discover, Salute Salutes (Note discovers move only arms so variants if you play another motion immediately before hand)
***** IdleGesture 0 - Wobbles side to side.
***** Stalled, Poisoned - Looks like he's puking
Stalled, Stunned Stunned routine
***** Stalled, Blinded - Holds arms up to shield face, flash bomb reaction, lots of walking
***** Stalled, Flail - Looks like someone getting electrocuted!
Stalled, Flail, InAir - Can't see any obvious difference, more headless chicken
***** Stalled, Flail, InWater - Drowning Routine (very nice endpoint)
#Rebalance - Allowable though I don't know what it does.
ReceiveWound - Get's knocked back if hit
(+Block& SevereWound & Attack No discenible difference on sergeant model
Special Attack)
ReceiveWound, MeleeCombat - As if hit in chest, returns to on guard position
***** RangedCombat - Whirls Hands then throws - Same as Hammer High-Priest winding up to chuck a hammer bomb.
RangedCombat, Directed - A bit more discenable throw
RangedCombat, Direction Throws to one side
Conversation, Quux - Cross arms behind back
Conversation, Baz - Jump and shake arms a little as if agitated
***** Conversation, Baz, Quux - Raise arms as if to say I don't know
***** Conversation, Bar - Lean backward as if surprised
Conversation, Bar, Quux - Cross arms in front
Conversation, Bar, Baz - Move arms as if counting or conducting music
Conversation, Foo - Raise left hand and nod as if greeting
Conversation, Foo, Baz - Nod head as in agreement or acknowledgement
Conversation, Foo, Bar - Take a step forward with one foot, then back
Conversation, Foo, Bar, Baz - Look right
Conversation, Quux, Foo - Cross arms
***** Conversation, Quux, Bar - Arms crossed
From Thumper...
---------------
The zeros here seem not to be a problem in those I've tested - so long as there is no other number. Many of these motions alternate between at least two versions, which may render some unusable in conversations due to unpredictability...
***** Crumple 0, Die 0
Crumple 0, Die 0, Direction 1
Crumple 0, Die 0, Direction 2
Crumple 0, Die 0, Direction 3
***** Crumple 0, Die 0, Direction 4 - General staggering then death
***** Crumple 0, Die 0, IsConfined 0 - Knees to facedown death, no flailing
Crumple 0, Knockout 0
***** Discover 0, Challenge 0 - Leans forward, jabs left hand forward
***** Discover 0, PointOut 0 - Slow accusitory straight-ahead pointing with left hand.
Discover 0, PointOut 0, Direction 0
Discover 0, PointOut 0, Direction 5
***** Discover 0, PointOut 0, Direction 6 - Points at ground about four feet ahead
Discover 0, Recoil 0
Discover 0, Recoil 0, Direction 4
Discover 0, Recoil 0, IsConfined 0
***** Discover 0, Salute 0 - Kinda random... sometimes real salute ...vague handwave ...just nodding head
***** Discover 0, Thwarted 0 - Shaking left arm OR usually shaking both arms in frustation
IdleGesture
Locomote 0
Locomote 0, Direction 1
Locomote 0, Direction 2
Locomote 0, Direction 4
***** Locomote 0, LocoUrgent 0 - Takes a few quick steps straight ahead
***** Locomote 0, Search 0 - Starts walking like in search mode, sword raised
MeleeCombat 0, Attack 0, Direction 0
MeleeCombat 0, Attack 0, Direction 5
MeleeCombat 0, Attack 0, Direction 6
***** MeleeCombat 0, Attack 0, SpecialAttack 0 - Big hacking slash with sword aiming at waist-high
MeleeCombat 0, Block 0
MeleeCombat 0, Block 0, Direction 1
MeleeCombat 0, Block 0, Direction 2
MeleeCombat 0, Block 0, Direction 5
MeleeCombat 0, Block 0, Direction 6
MeleeCombat 0, Locomote 0, Direction 1
MeleeCombat 0, Locomote 0, Direction 2
MeleeCombat 0, Locomote 0, Direction 3
MeleeCombat 0, Locomote 0, Direction 4
MeleeCombat 0, Locomote 0, LocoUrgent 0, Direction 1
***** MeleeCombat 0, Locomote 0, LocoUrgent 0, Direction 2 - Dances a step to the left, sword raised
MeleeCombat 0, Stand 0
RangedCombat 0
***** ReadyItem 0 - Reaches to right hip with left hand
ReadyItem 0, ItemBow 0 - Sword guard just reaches for right hip with left hand.
***** ReadyItem 0, ItemSword 0 - Raises sword, looks to left, not very manacing
ReceiveWound 0
ReceiveWound 0, Direction 1
ReceiveWound 0, Direction 2
ReceiveWound 0, Direction 7
ReceiveWound 0, Direction 8
ReceiveWound 0, SevereWound 0
ReceiveWound 0, SevereWound 0, Direction 1
ReceiveWound 0, SevereWound 0, Direction 2
ReceiveWound 0, SevereWound 0, Direction 7
ReceiveWound 0, SevereWound 0, Direction 8
***** Search 0, Peek 0, Direction 1 - Lean forward, loot to left, brandishing sword
Search 0, Peek 0, Direction 2
Search 0, Peek 0, Direction 3
***** Search 0, Scan 0
Stalled 0, Blinded 0
Stalled 0, Flail 0
Stalled 0, Flail 0, InAir 0
Stalled 0, Flail 0, InWater 0
***** Stalled 0, Flail 0, Long 0 - serious, but not very long flailing.
***** Stalled 0, Poisoned 0 - Serious heaving and puking, very extended, sometimes not so extended, sometime both.
Stalled 0, Rebalance 0
Stalled 0, Stunned 0
Stalled 0, Stunned 0, Long 0
Stand 0
Stand 0, Halt 0
Stand 0, Halt 0, NearHazard 0
Stand 0, Search 0
Stand 0, Wheel 0
WorldFrob 0, AtChest 0
WorldFrob 0, AtWaist 0
WorldFrob 0, AtWaist 0, BellPull 0
***** WorldFrob 0, AtWaist 0, Door 0 - Leans like pushing door open, gets right to it.
***** WorldFrob 0, AtWaist 0, Lever 0 - pulls on lever, but takes sweet time about it
WorldFrob 0, OnFloor 0
ActorTags - Define motions in some way (these IMO are complete motion sets -- just like speech sets can be done with 'voice' tags) Not sure how to make thes work:
Zombie
Hammer
WithSword
Unarmed
WithBow
Drunk
Constantine
Victoria
Apparition
Assassin
Ramirez
Haunt
DanceOne -- this is the Thief Gold blooper mission 'zombie dance' motion.
Not sure at all what these are or how they work...
+Action
+Activity
+Apebeast
+Apparition
+Assassin
+AtChest
+Attack
+AtWaist
+Bar
+Baz
+BellPull
+BlackJack
+Blinded
+Block
+BugDemon
+Challenge
+Constantine
+Conversation
+CrayMan
+Crumple
+Cutty
+Die
+Directed
+Direction
+Discover
+Door
+Drunk
+Facing
+Flail
+Foo
+Frog
+GLP180Turn
+GroundAction
+GroundLocoPair
+GroundLocoSngle
+Halt
+Hammer
+Haunt
+HurtLevel
+IdleGesture
+InAir
+InWater
+IsConfined
+ItemBow
+ItemSword
+KnockOut
+Lever
+Lie2Sit
+Lie2Stand
+Locomote
+LocoSpeed
+LocoUrgent
+Long
+MeleeAction
+MeleeCombat
+NearHazard
+OnFloor
+OnStairs
+Peek
+Pivot
+PlayerBow
+PlayerSword
+PlaySpecMotion
+PlyrBodyCarry
+PlyrBow
+PlyrCorpseCarry
+PlyrSword
+PlyrSwordSwing
+PointOut
+Poisoned
+PoseFrame
+PoseKind
+Quux
+Ramirez
+RangedCombat
+ReadyItem
+Rebalance
+ReceiveWound
+Recoil
+Resurrect
+Salute
+Scan
+Search
+Simple
+Sit2Lie
+Sit2Stand
+SpecialAttack
+Stalled
+Stand
+Stand2Sit
+StandWith90s
+StandWithTurns
+Stunned
+SwingLength
+SwingType
+SwordDirBlock
+SwordGenBlock
+SwordSwing
+Test
+Thwarted
+Unarmed
+Victoria
+Wheel
+WithBow
+WithSword
+WithTray
+WithTurns
+WorldFrob
+Zombie
Telliamed on 24/8/2002 at 07:51
Quote:
Originally posted by YcatX The XML page cannot be displayed eww... What are you using to view it?
Well, I just validated it and there was one minor quirk I had to adjust. But I don't know if that was your problem; that looked like it couldn't parse the DTD. Anyway, try it again. If it still doesn't work, save to disk and view it in notepad or something.
William: Yes, specifying an explicit actor tag will override any default actor.
HD: Feel free to actually try to figure out where those extra tags are applicable and what they do.
frobber on 24/8/2002 at 15:02
Hit Deity -- your list looks very familiar. This is exactly what I sent you a while back which was originally mostly stolen from threads by Totality and Thumper who did a lot of the original mining.
Now if I can just figure out how they all work!
<small> I did get a lot to work in my last FM, but I could not use some for unknown reasons.
YcatX on 24/8/2002 at 15:12
Quote:
Originally posted by Hit Deity -- The property: Add>Motion>ActorTagList>[motion text] Motion loops continuously.... DanceOne is the classic motion of the zombies dancing in the Thief Gold blooper mission (I haven't gotten this to work yet).I thought is was in T2 (Zombies behind that wall), but inorder for it to work, the zombies have to be on patrol, but then they don't move...
ActorTags - Define motions in some way (these IMO are complete motion sets -- just like speech sets can be done with 'voice' tags) Not sure how to make thes work:
Zombie
Hammer
WithSword
Unarmed
WithBow
Drunk
Constantine
Victoria
Apparition
Assassin
Ramirez
Haunt
DanceOne -- this is the Thief Gold blooper mission 'zombie dance' motion.
I think you are missing some.. If add LocoUrgent to your AI's motion tags the Guard will always be sprinting around...
Motiontags (that I know of):
Haunts: WithSword 0, Haunt 0
Zombies: Zombie 0
Melee Apebeast: ApeBeast 0, WithSword 0
Blow Apebeast: ApeBeast 0, WithBow 0, WithBlowgun 0
Bugbeast: BugDemon 0
FrogBeast: Frog 0, WithSword 0
Treebeast: Treebeast
Craybeast: Crayman 0, WithSword 0
Mech Cherub: Cherub,Unarmed
CombatBot: droid, security
WorkerBot: droid, maintenance
SpiderBot: MechSpid
Mech Guards: WithSword 0, Hammer 0
Mech Novice: Hammer 0
X-bow: WithBow, WithCrossBow
LocoUrgent: Makes AI run
DancerOne: If on patrol causes AI to dance...
Lotus: Shiver
Hit Deity on 24/8/2002 at 15:28
Quote:
Your guard will look around for a couple of seconds. Below is a list of all motion tags names along with some notes... (Many thanks to Thumper and Totality for extracting these tags from the Thief databases):Wow, you have amazing powers of observation, YcatX! How'd you guess?? ;)
and as you can see, telliamed,
I didn't work
any of them out, it was actually Totality and Thumper, so I have no idea where to start.
YcatX on 24/8/2002 at 15:35
Its funny how the creature class normally determines the mesh movement definitons.
Burricks don't use any motion tags... (Except for the SwayingBurricks (Drunk)