View Full Version : Changing the running speed of AI
Inferno
March 11th, 2009, 07:28 PM
I'm working on some... things... right now and I need to make the flood infection forms and elite energy sword carriers run faster but I can't find anything about movement speed in the globals or biped tag. Neither in the actor or actor variant tag.
edit-
I spelled running wrong....
teh lag
March 11th, 2009, 08:30 PM
AI movement, unlike player biped movement, is controlled directly via animations (specifically by the root node). You'll need to edit them if you want to make an AI move faster/slower.
Inferno
March 11th, 2009, 08:40 PM
Lolwut? Why did bungie do that?
Donut
March 11th, 2009, 09:01 PM
how does that work? like... how do you know how fast the ai will move?
teh lag
March 11th, 2009, 09:01 PM
It's a far more logical system for AIs which don't need the same kind of control that players do - espeically for bipeds like Flood which need irregular movement, or for special animations like melees or grenade throws.
NINJAEDIT : @ Donut, it's quite literally how much they move in 3ds. Nothing special to it.
Inferno
March 11th, 2009, 09:03 PM
well anyways how hard would it be for me to increase the running speed of those 2 bipeds. I know how to extract and inject animations directly into the animation tag.
teh lag
March 11th, 2009, 09:24 PM
I mean, how hard does it sound? Just import the anim into 3ds, re-scale the time/do whatever, export and recompile.
Inferno
March 11th, 2009, 09:43 PM
Just wondering if I would have to edit multiple animations like the lunging attack and jumping animation etc etc.
itszutak
March 12th, 2009, 01:17 AM
Just wondering if I would have to edit multiple animations like the lunging attack and jumping animation etc etc.
Only the ones you want to go faster. Most of the non-movement ones (IE, melee and shooting) seem fast enough, though.
BobtheGreatII
March 12th, 2009, 01:26 AM
Seems hard.
Get someone else to do it for you, it seems to be the common trend in these forums lately.
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