Fast zombies.Tchos wrote...
I'm going to try opening these up in Gmax and seeing if anything further can be done. Your efforts are appreciated, Happycrow.
Semper: That is a possibility I've considered. I know from posts elsewhere (I saw Dann mention it, and probably others as well) that the "zombie walk" property causes the slow movement, but the ramrod-straight standing posture of the playable races, and the casual sauntering they do during slow movement, I think would ruin any attempt at convincing a player that this is a zombie. This other, similarly difficult method is an attempt to convince a player that this zombie is a non-human. The problem for me is that I would be using these creatures for more than just attacking players, so the idle stances are important.
I've looked at alternate animations for the playable races, and the closest ones for this purpose look like the "dejected" and "drunk_idle" ones. That could work for standing characters. I also looked at "talk_injured", which might be usable for an occasional one, but it's pretty noticeable with the arm-holding and the alert-looking head movements. There's an animation called "walk_injured", but nothing played in the animation viewer for that one, so it might not exist in NWN2, and if it does, I don't know how to force a character to use a particular walking animation.
Perhaps the best solution would be to get the playable races to use the zombie's skeleton, or at least some monster's skeleton that makes them at least pose in a more bestial manner.
/ducks, fast zombies are wrong.





Retour en haut







