View Full Version : AI colour permutations
S3anyBoy
May 24th, 2009, 01:25 AM
I'm messing around with Spartan AI and I have 2 Bipeds - Red and Blue 2 Actors - Normal and Major and 4 Actor Variants Normal and Major both Red and Blue I'm trying to have the majors have a slightly darker Red/Blue shade than the normal ones, but I'm a bit lost. In each Actor Variant I have the change colours set but they don't seem to be doing anything. I know I can set a permutation for each biped, but then it'll only be that colour rather than the different shades for rank. I'd prefer not to have separate bipeds just for them to be different shades.
Advancebo
May 24th, 2009, 02:21 AM
Their changing, but since its slightly darker, you wont notice much of a difference.
FRain
May 24th, 2009, 05:18 AM
Make sure that you have a seperate .gbxmodel for each major and minor variant and make sure you have your changecolor referencing that particular function slot (for the CMT Brute it is C)
teh lag
May 24th, 2009, 11:18 AM
Their changing, but since its slightly darker, you wont notice much of a difference.
I would have more faith in his intelligence than that.
Make sure that you have a seperate .gbxmodel for each major and minor variant and make sure you have your changecolor referencing that particular function slot (for the CMT Brute it is C)
...Why would you need a separate gbxmodel? You don't see that on the Elites, do you?
I believe the Spartan loads Change-Color from the C channel, so in your actor_variant have the third change-color slot be the color you want it to be. That's all there is to it.
S3anyBoy
May 24th, 2009, 11:30 AM
I just ended going with 2 bipeds with the C slot set to the different colours. Thanks though.
But, I do have another question. I can't seem to get the AI to melee, I have all the stuff in the actor variant set, but they wont melee. I think it has something to do with the biped or animation graph because the AI is setup similar to the elite, but it won't melee like they do. Any ideas?
teh lag
May 24th, 2009, 12:13 PM
Assuming you're still using Spartans, then yeah you'll need to do some editing of the animation graph to get them meleeing. You need to give them a reference under the Stand [all weapon blocks] Melee animation.
http://tehlag.modacity.net/one/pix/animblocks.jpg
S3anyBoy
May 24th, 2009, 12:46 PM
I tried changing that specific one to the Stand_ar_Melee, but when I get within their melee range they just stand with the weapon at their side. I also tried the Stand_F_Melee and got the same results.
teh lag
May 24th, 2009, 12:49 PM
I tried changing that specific one to the Stand_ar_Melee, but when I get within their melee range they just stand with the weapon at their side. I also tried the Stand_F_Melee and got the same results.
Try using an animation of type "base" - iirc all the default cyborg melees are "replacement" anims and don't work as melees.
S3anyBoy
May 24th, 2009, 01:02 PM
Try using an animation of type base- iirc all the default cyborg melees are replacement anims and don't work as melees.
I'm a bit confused, I see all the way at the bottom in the animation thing each anim has a type base/overlay/replacement w/e but I can't find a melee one that is base type they're all replacement. Are you saying that I'm supposed to change it to something other than a melee, so it'll play a reload/aim/enter vehicle or whatever I choose instead of a melee animation?
teh lag
May 24th, 2009, 02:24 PM
I'm a bit confused, I see all the way at the bottom in the animation thing each anim has a type base/overlay/replacement w/e but I can't find a melee one that is base type they're all replacement. Are you saying that I'm supposed to change it to something other than a melee, so it'll play a reload/aim/enter vehicle or whatever I choose instead of a melee animation?
To something other than a default melee, yes. You can always duplicate an animation at the bottom and inject a custom one over it using kornman's animation editor.
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