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IntenseX - Baddies Slide Like A Ballerina’s #118607
03/21/07 07:46
03/21/07 07:46
Joined: Mar 2006
Posts: 59
O
ozziedave Offline OP
Junior Member
ozziedave  Offline OP
Junior Member
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Joined: Mar 2006
Posts: 59
Hi Aris,

In my first level (backyard) baddies walk & run as expected, but in my second level
that I now start from that level the baddies do not walk or run just slide along the floor.

I am using the same shared templates that are used for the first level so there are no changes
in the coding, can you tell me how to fine tune your templates, or any idea’s how to stop this
sliding would be appreciated.

Aris I know that this has been a problem with the actual 3dgs engine since it’s inception
and the problem is still coming up in the various forum threads today, especially if you
use game studio’s own AI template.

Regards
Aussie

Re: IntenseX - Baddies Slide Like A Ballerina’s [Re: ozziedave] #118608
03/21/07 09:47
03/21/07 09:47
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline
Serious User
LarryLaffer  Offline
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Joined: Jul 2004
Posts: 1,205
Greece
Hello ozzie,

Are you still using the same IntenseX models for the bad guys in your second level? If you are, then double check your Npc actions in the second level, and make sure all their stats (movement Speeds, Animation Settings) are exacly the same as the working ones in the first level. If you're using your own models in the second level, then you'll have to make sure you're using the same animation names for the whole game. Check the WED_IX Animation Names panel for a list of all the animations, and the names that need to be set from MED.

If nothing works, then i'd start a new project from a fresh directory, following the tutorial step by step, but using the second level this time. This will help you identify the problem easier, and if nothing else, it will make you better into implementing IntenseX from scratch in your own project...

If that fails too, zip and upload that thing to my ftp:

ftp://guest:guest@www.intenseillusions.com


Good luck!

Aris


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IntenseX Baddies Mean Moves [Re: LarryLaffer] #118609
03/22/07 08:23
03/22/07 08:23
Joined: Mar 2006
Posts: 59
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ozziedave Offline OP
Junior Member
ozziedave  Offline OP
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Joined: Mar 2006
Posts: 59
Hi Aris

After taking your advice, I found that changing the physical behavior of the Models in
WED to match the IntenseX Template that my baddies now walk and run with
the best of them.

Cannot understand why they did not take on the properties of the Template automaticaly,
but anyway it works fine now, power to IntenseX.


Ozzie

Re: IntenseX Baddies Mean Moves [Re: ozziedave] #118610
03/23/07 01:33
03/23/07 01:33
Joined: Jul 2004
Posts: 1,205
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LarryLaffer Offline
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LarryLaffer  Offline
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Joined: Jul 2004
Posts: 1,205
Greece
Hey ozzie,

good to see it works. Unless you copy paste a guy in WED that you've already set up his behavior, like you did in the tutorial, and instead you give a model the ix_Npc action from fresh, then he'll take all the default settings. That's because model settings are always stored inside WED, cause in reality, they only modify the first 20 skills of the model, while settings from the Project Manager actually change data from the .wdl files themselves.

Hope it makes sense!

Cheers,
Aris


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