massimilianogoi on 3/5/2009 at 23:19
I've created an AI in the archetypes under the T3AIPawnCreatureAmbient section, and I would like it is killable. I've tried all the parameters in the Properties section, even compared to a killable AI, but there was no way to do it:
Inline Image:
http://i44.tinypic.com/2ly3993.jpgSome advice?
ShadowSneaker on 3/5/2009 at 23:37
Look in 'MetaProperty' it's just above 'Pawn'. In there look for 'Vulnerability Object' and look through those to see which is suitable or make a new one. Then right-click on the fish and select 'Show Links' (might be wrong but it's links you are looking for) then add a link of type 'vulnerability' and give it the name of the vulnerability object you want, like 'ZombieVulnerability' for example.
ShadowSneaker on 4/5/2009 at 01:55
You have to do it to the AI in the Actor browser. It's not a property you add to it when it is placed in the mission.
massimilianogoi on 4/5/2009 at 02:33
Ok, done thanks! Never seen this before, in three years of activity! :wot: But also you could add it right in the mission and doing a link, if you just set the vulnerability archetype placeable.
Unfortunately, the fish still won't die, because he keeps doing the idle animations, even if stopped ... :erg: I think I will check the parameters more deep now. (maybe with a triggerscript that makes disappear the fish when it dies)
How did you discovered this?
update
--------------------------------------
Ok, it dies!! :D:D:D
T'was just a matter of some ragdoll settings wrong, but I point to not correct it for the moment, I'm interested to make vanish the fish when it dies. heheh
Tiens on 4/5/2009 at 07:53
Quote Posted by massimilianogoi
...I'm interested to make vanish the fish when it dies...
In this case you'll need a script that destroys your fish when your fish dies. As far as I remember, Statue dies and disappears because of the script.
ShadowSneaker on 4/5/2009 at 13:38
I did the Fire Elemental tutorial on Fleshworks. That contains everything you need to know about making new AI in T3Ed. You might need to give it the 'Health' properties aswell. To make it disappear you could make a script saying "When healthstate changes to dead destroy linked objects myself" or something similar.
massimilianogoi on 4/5/2009 at 16:57
I've done "When healthstate changes to dead set bOutOfWorld to TRUE on linked object MYSELF", or something similar. The result is the same.
The idea would be doing like in Thief 2, that is making this AI edible: when the fish dies, substituting it with a fish food power up object, that was linked via RigidAttachment to the fish, and out of world.
Beleg Cúthalion on 4/5/2009 at 20:10
:eww:
Judith on 4/5/2009 at 22:25
Don't forget to make it an inventory object with an option to fry it while standing near the fire, if Garrett has a pan - and it should recover more health than the raw fish :laff: Yeah. A true revolution in TDS mission design, a fish! :cheeky: