heyas;
i'm trying to follow this:
http://social.biowar...bient_behaviour
1: AMBIENT_SYSTEM_STATE
...the creature tutorial says change this to 1 to turn it on. a topic i found the other day suggested changing it to 19. the wiki page suggests that some settings are for infinitely looping animations, but how do i know if an animation is looping or not?
2: AMBIENT_MOVE_PATTERN
...this seems fairly straightforward. i have waypoints tagged "ap_<creaturetag>_##" in the area. in fact, i got some guards patrolling their waypoints. however, i also have a couple of kids i want to RUN around their waypoints. i added 100 to their number, but they still walk (2 becomes 102, correct?). actually, only one walks. the other just stands around. (i gave them both the same tag.)
3: AMBIENT_ANIM_PATTERN
...okay, this seems to be the thing messing me up. the child that is not running has a 13 in here for its default. how exactly is this supposed to interact with the other ambient settings... or IS it? or does it just conflict?
are there any other tutorials on setting up background NPCs with this stuff?
semi-off-topic question:
did they take the SEARCH button off the forums? because it's not showing up on mine. all i have is jump to and settings.
totally-off-topic question:
is that painting of hawke an ugly background or what? :X
Help with NPC AMBIENT Variables
Débuté par
BloodsongVengeance
, mars 14 2011 06:59
#1
Posté 14 mars 2011 - 06:59
#2
Posté 14 mars 2011 - 09:06
There was a decent youtube video by ......dang can't remember his name, he did a whole series "str4dog" "str8dog "perhaps? That showed how to set up ambient actions or behaviors.
#3
Posté 15 mars 2011 - 03:06
heyas;
i'll check into that.
because today i have the chidren running... but now also the GUARDS are running, and i didn't even touch their variables.
to top it all off, these waypoint walking deals are not working in a cutscene, which is the whole reason i wanted them to do that in the first place. though the non-waypoing ambient animations should be good... more experimenting, less doing. :/ i'm not having fun.
i found them; you have a better memory for names than i do.
http://www.youtube.c...h/1/QOQJ2heQto4
but i only found four and none on the ambient anim variables. ...where's proleric's wiki suggestions thread....
i'll check into that.
because today i have the chidren running... but now also the GUARDS are running, and i didn't even touch their variables.
to top it all off, these waypoint walking deals are not working in a cutscene, which is the whole reason i wanted them to do that in the first place. though the non-waypoing ambient animations should be good... more experimenting, less doing. :/ i'm not having fun.
i found them; you have a better memory for names than i do.
http://www.youtube.c...h/1/QOQJ2heQto4
but i only found four and none on the ambient anim variables. ...where's proleric's wiki suggestions thread....
Modifié par BloodsongVengeance, 15 mars 2011 - 03:12 .
#4
Posté 16 mars 2011 - 07:42
As a rule-of-thumb, scripted activity doesn't occur during cutscenes. You can add animation / movement to the cutscene timeline explicitly.
#5
Posté 17 mars 2011 - 05:35
BAH!
well, i was trying to take a shortcut to AVOID having to do it in the cutscene ;P
ps: where is your wiki suggestion thread? wiki needs more tuts on how to use those variables, regardless.
well, i was trying to take a shortcut to AVOID having to do it in the cutscene ;P
ps: where is your wiki suggestion thread? wiki needs more tuts on how to use those variables, regardless.
#6
Posté 17 mars 2011 - 06:09
Jogging my memory SilentCid may have been the one to talk about using the ambient variables in some tutorials he made. I think they are available on file planet. You will have to do a web search probably for "fileplanet silent cid DA toolset tutorials" or something along those lines.
#7
Posté 18 mars 2011 - 07:32





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