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Multiple Frames for Animation Bug

PostPosted: Mon Mar 01, 2004 7:38 am
by jazz_e_bob
If I select multiple files for an animation and the file name is

"sowing n0000.bmp"

the animation includes all the sowing ne0000.bmp AND sowing nw0000.bmps!

Please fix this before I am forced to shoot myself. :wink:

As it is, I must manually load more than 20 animations to have a character that looks good and does stuff.

Image

Build an Animated farmer with AI in under 5 mins.

:!: Just an idea. Don't try this at home :)

Add Actor
Under Actor Control click on [Bot] button
You are presented with the GE bot library.
Select Farmer
Click Close

Now right mouse click on Actor
Select Behavior
You can now add, edit, delete behaviour profiles

User or Bot Control
Lifespan
Speed
Move Frequency, range.
Defecates
Male/Female
CanMate
Eats
(1.0 = Constantly
0.0 = Never)
Aggression
Defense
Healing Speed
Edit friends/ememies list
Magnetic centre (any other actor(s)
Magnetic strength

etc etc
(I think around 256 double and 64 strings should be OK)

PostPosted: Sat Mar 13, 2004 11:09 pm
by phractus
Yeah i hadda break the animations for N and S down with the sequences and then use those. It works fine this way, just takes another few seconds. What is this AI control? Is there AI built in? Im ganna start working on the AI for "bad guys" later this week, but if anything exists for this let me know.
~peace~

PostPosted: Sun Mar 14, 2004 12:27 am
by jazz_e_bob
Hi phractus,

No "smart" AI at the moment.

Just random timers, directions, shooting rate etc

At the moment I am trying to write a routine that is smart enough for actors to "walk around" objects that get in their way.

I hate maths though and you've gotta do maths... :(

BTW Makslane, if you are reading this, it could be cool to have the "Move To" action to also include inputs for angle and distance :wink:

PostPosted: Mon Mar 15, 2004 1:16 pm
by makslane
It's fine