Quote by Rinz:
Quote by Cry-Mika:
If you drag an AI into your level, for example a Civilian or a Grunt, you can change the character model that he is using. This is the simplest way of getting your characters ingame as AI.
Simply select the newly added AI character, look on the right side in the entity properties and find the entry "model". The is even a file open button next to it - point it to your own cdf file and it will be used instead of the default SDK character.
that would work for human AI models, but how about animals or other custom models?
And what about a couple of different animals?
If I put in the grunt entity it will always use the grunt scripts, while different animals models will need different scripts as far as I understood.
any advice on that?
it is a big pain trying to use custom characters such as animals or other ones with own animation graph! I am messing with this for more than one month and cannot get it working. I have used the grunt.lua file as a base and added an entry for animation graph with the related path, but I am always getting this error:
[Warning] [Lua Error] scripts/entities/actor/basicactor.lua:2388: attempt to index field 'actor' (a nil value)
> IsDead, (scripts/entities/actor/basicactor.lua: 2388)
> (null) (scripts/entities/actor/basicactor.lua: 1073)
> (null) ([C]: -1)
> IsDead, (scripts/entities/actor/basicactor.lua: 2388)
> (null) (scripts/entities/actor/basicactor.lua: 1073)
I am not sure how to approach this problem, but I have also tried to use other methods like the 'ChangeAnimgraph' flownode, which actually does not work!! Is it possible to have multiple animation graphs inside the grunt.lua file for example? Or an option which allows us to change the graph?!?