Dark Arrow on 7/12/2002 at 19:06
There is one motion that was not said: Drink (makes the AI play a drinking motion)
Sorry for the thread resurrection, but I spended half an hour trying to find the drinking motion tag (had to open up Errand boy to find it).
Greg_kot on 12/12/2002 at 03:36
Wow thats great..... got a list for Thief Gold? :sweat:
YcatX on 10/5/2003 at 04:15
bump
Shadowspawn on 10/5/2003 at 11:21
ALL of the motion tags are available at my web site. We've reversed engineered the motion database, so you can see all of the tags, and what motions they refer to.
Motion Database Editor coming soon, I hope...
YcatX on 10/5/2003 at 14:40
I've had my head up my butt because of finals... And I've just been using the conv list for my acting.
I have a question... There are sound tags associated with motions?
For example, if the AI has:
ClassTag: CreatureType Guard
ActorTagList: WithBow 0
(The bow-draw sounds are heard)
if the AI has:
ClassTag: CreatureType Servant
ActorTagList: WithBow 0
(AI makes bow actions, but no bow-draw sounds)
(I used this for my spear throwers...)
if the AI has:
ClassTag: CreatureType Guard
AI Core:AI: Human spellcaster
(The AI uses spell motions with no bow-draw sound)
There for some combination of Creature ClassTags, and ActorTagList to make weapon-power up to work...
WHERE IS THIS INFO LOCATED? IS THERE A FLAG IN THE WITHBOW, and the CombatBots attack motion that calls on the weapon-power for the classtag?
I'm guessing it will be a Bool since there is only one sound definition in the schemas and its linked to the creature class...
The reason for this madness, it the fact I would freak-out if I can get my Lava Burricks to have a weapon-load sound (of them caughing up a lava-wad) then shooting via the Spit sounds...
Dark Arrow on 10/5/2003 at 18:13
Check your Miscsfx.sch. It has lines like this:
//PULL BOWSTRING AI
schema bowpull_ai
archetype PLYR_WEAPON
no_repeat
delay 600
volume -1
bow_ai1 bow_ai2 bow_ai3
env_tag (Event WeaponCharge) (CreatureType Guard GuardNoKO)
This controls which Class Tags use the bowstring sound. I don't know if this will help you with your burricks, because the option to use the schema is in the motion (I think), so if the burrick motion doesn't have the weapon charge flag set, then you won't hear the schema.
YcatX on 10/5/2003 at 18:28
Quote:
Originally posted by Dark Arrow Check your Miscsfx.sch. It has lines like this:
//PULL BOWSTRING AI
schema bowpull_ai
archetype PLYR_WEAPON
no_repeat
delay 600
volume -1
bow_ai1 bow_ai2 bow_ai3
env_tag (Event WeaponCharge) (CreatureType Guard GuardNoKO)
This controls which Class Tags use the bowstring sound. I don't know if this will help you with your burricks, because the option to use the schema is in the motion (I think), so if the burrick motion doesn't have the weapon charge flag set, then you won't hear the schema. And the other load sound:
From Robot2:
//FIRING POWERUP <--ATTACHED TO BEG OF FIRING MOTION
schema rb2powerup
archetype DEVICE_MISC
volume -1
rb2pwup1
env_tag (Event WeaponCharge) (CreatureType CombatBot)
Those are the only two FIRING POWERUPs in the game I believe.. and there is that comment:
//FIRING POWERUP <--ATTACHED TO BEG OF FIRING MOTIONBoth example are only for specified CreatureTypes. If you give a spell caster CreatureType Guard, shouldn't it use the Pull-string sounds? ANSWER NO...
But I wonder if you give an archer a CreatureType CombatBot, he will pull a bow, and use the CombatBot POWERUP sounds...
Anyone want to try it out?
Dark Arrow on 10/5/2003 at 19:23
Quote:
But I wonder if you give an archer a CreatureType CombatBot, he will pull a bow, and use the CombatBot POWERUP sounds...
Yes, it works. The archer plays the Combatbot cannon loading schema. I added Burrick to the combatbot weaponcharge schema and tried it with a burrick, but nothing happened. Then I added ClassTags: CreatureType Burrick to an archer and it worked. So as long as the motion has the weaponcharge flag set, you can give the creature a weaponcharge schema. Unfortunatly, burrick motions don't have this flag set so you will have to add it there yourself. Don't ask me how.
Shadowspawn on 10/5/2003 at 19:45
That seems to be something you do in the motion editor in Dromed. It doesn't let us change the motions, but there are a string of tags to the right of the editor. I don't know much about it, but that seems to be the place to start.
You'd probably have to have a motions directory in the Thief folder, to save the .mi (?) file when you are done.
YcatX on 10/5/2003 at 20:44
Hmmmmmm