Delta4907
April 19th, 2009, 01:58 AM
Whoever has played Left 4 Dead will know the tank. Well, out of boredom, I wanted to try to imitate it, but using the hunter biped. So far I've created a new animation tag with sped up running\walking animations, compiled tank dialog from L4D, and set up the dialog tag. I've also set up the biped, actor and actor_variant tags so that it will only melee the player until the player dies. It is not vulnerable in its weak spot. Now I have a few questions.
1. Is it possible to make it so once the unit sees the player, a .sound_looping will play, and once the unit dies, the .sound_looping stops?
2. I don't think this is possible, but can you make it so if the hunter is doing its running animation, the ground will shake?
3. I know that AI's running speed is based on its animation, so after creating the new animation tag, with all the same animations except the ones I changed (four JMA's and two JMT's), I went to test the biped in sapien, and for some reason its doing a T pose, meaning something is wrong the animation, and its not playing it. However if I lift the spawn up, it plays the falling animation. I have not modified an idle animation, so I'm not sure whats going on here.
4. As (whoever has played L4D and have encountered the tank) will know, when the tank melees someone, it knocks them back about 10 feet (depending on the location). I know this is done in the hunters melee damage effect, but I don't know what value changes how far it pushes the player.
+rep to anyone who figures these out.
1. Is it possible to make it so once the unit sees the player, a .sound_looping will play, and once the unit dies, the .sound_looping stops?
2. I don't think this is possible, but can you make it so if the hunter is doing its running animation, the ground will shake?
3. I know that AI's running speed is based on its animation, so after creating the new animation tag, with all the same animations except the ones I changed (four JMA's and two JMT's), I went to test the biped in sapien, and for some reason its doing a T pose, meaning something is wrong the animation, and its not playing it. However if I lift the spawn up, it plays the falling animation. I have not modified an idle animation, so I'm not sure whats going on here.
4. As (whoever has played L4D and have encountered the tank) will know, when the tank melees someone, it knocks them back about 10 feet (depending on the location). I know this is done in the hunters melee damage effect, but I don't know what value changes how far it pushes the player.
+rep to anyone who figures these out.