das man npcs eine andere pose als stehend zuweist?
also das npcs zb. in sitzender oder liegender position sind? gut wäre auch wenn sie in der position dann verbleiben würden.. jemand nen plan davon?
hmm wie ist es möglich
Débuté par
Shodushi
, déc. 27 2009 02:34
#1
Posté 27 décembre 2009 - 02:34
#2
Posté 28 décembre 2009 - 02:44
hmm wer suchet der findet.. lol
Ambient Behaviour
If you spawn an NPC using the above technique, he/she will stand still with some idle animations. If you want the NPC to perform some ambient animations like crossing arms, or sitting at a table (these are looped, so no one-shot animations can be assigned here), then you need to do 2 things. Go into the Variables, and look for 2 locals. First you need to set is AMBIENT_SYSTEM_STATE. The default value is 0, which corresponds to disabled, so no custom ambient animations other than the idle animations will be played. Set this to 1, which enables custom ambient animations. The second local variable is called AMBIENT_ANIM_PATTERN. This needs to be an integer that corresponds to an animation ID (first column) in ambient_ai.xls. Just open the spreadsheet, look up the animation you want your NPC to have (they have very descriptive labels), and put its ID into AMBIENT_ANIM_PATTERN. Note: the toolset has no way to show you ambient animations, you will only see these in-game.
Note: if you set the variables in the creature editor, all instances of the creature will have the custom animations assigned to them by default. You may want to do this in the area editor for this reason where you may assign custom ambient animations to each individual creature instance in that area.
Ambient Behaviour
If you spawn an NPC using the above technique, he/she will stand still with some idle animations. If you want the NPC to perform some ambient animations like crossing arms, or sitting at a table (these are looped, so no one-shot animations can be assigned here), then you need to do 2 things. Go into the Variables, and look for 2 locals. First you need to set is AMBIENT_SYSTEM_STATE. The default value is 0, which corresponds to disabled, so no custom ambient animations other than the idle animations will be played. Set this to 1, which enables custom ambient animations. The second local variable is called AMBIENT_ANIM_PATTERN. This needs to be an integer that corresponds to an animation ID (first column) in ambient_ai.xls. Just open the spreadsheet, look up the animation you want your NPC to have (they have very descriptive labels), and put its ID into AMBIENT_ANIM_PATTERN. Note: the toolset has no way to show you ambient animations, you will only see these in-game.
Note: if you set the variables in the creature editor, all instances of the creature will have the custom animations assigned to them by default. You may want to do this in the area editor for this reason where you may assign custom ambient animations to each individual creature instance in that area.





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