..weird FPSai movement

Posted By: AdrianX

..weird FPSai movement - 05/06/07 03:04

..hi.is there anyway to revert back the old movement of the fps ai in the latest template? i mean,in the old template,whenever an enemy detects the player,he shoots two or three times,walks a little,and then shoots again.however,in the latest templates,when the enemy detects the player,he will shoot and move at the same time,without even using the walk animation instead only using the attack animation;therefore we have an odd looking "sliding while shooting" movement.can anyone help?thanks.
Posted By: Blink

Re: ..weird FPSai movement - 05/10/07 17:16

you have a few options. slow down his attack animation in the project manager and he will advance slowly, or do what i did. combine the attack animation and the walk animation, so when he attacks he will walk and attack at the same time, its really not too difficult to change the model, its vertex animation. your third option is to script it.
Posted By: AdrianX

Re: ..weird FPSai movement - 05/11/07 00:10

..hmmm..either of the first two options will do.thanks for the idea! ^_^
Posted By: Doug

Re: ..weird FPSai movement - 05/11/07 01:00

I'd suggest the second option, combine attack animation with walk.
Not a perfect solution, but it works.
Posted By: AdrianX

Re: ..weird FPSai movement - 05/11/07 04:09

..oh..ok.and now that i think of it,is is okay to get ONLY the old FPS AI action from the old templates and mix it with the new?
Posted By: Afox

Re: ..weird FPSai movement - 05/17/07 16:32

I know this is an old thead but its the only I can find that discusses my problem.

I too want to get my enemy to stand still while shooting, walk a little and then shoot some more.

I slowed down the enemy movement but he does the same sliding thing just slower.

I altered the animations to make a walk/attack which looks better but the problem is the enemy continues to walk when he is bumping up against the player. The old way of movement was better and I guess that has to be scripted.

So what exactly should I copy from the old a5 script and where exactly should I put it into he new a6 scripts to make my enemy move properly?
Posted By: Blink

Re: ..weird FPSai movement - 05/18/07 13:26

i never saw the old template file for fpsai, i guess its a simple thing as changing the old syntax to the new to make it work. i will have to take a look at it myself if i find it somewhere. let me know if you have any luck.
Posted By: Afox

Re: ..weird FPSai movement - 05/18/07 15:01

Well I assume the code is in movement.wdl in the old a5 templates. But I don't know what to look for in that file and if I find it I wouldn't know where to put it in the new file. And then theres the problem of updating the syntax if need be but I bet you could do that through project manager.

Maybe I will just add movement.wdl to my script and see what happens.

hasn't anyone else worked this out already? I find it hard to believe that everyones enemies are sliding around bumping into the player.....
Posted By: Blink

Re: ..weird FPSai movement - 05/18/07 16:59

i am no whiz at this, but i dont thnk you can change or update old syntax with the project manager, you can only do it in SED.
Posted By: Afox

Re: ..weird FPSai movement - 05/18/07 20:25

Well adding old scripts just crashes stuff. I kind of figured that would happen.
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