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ForumsCog Forum → New enemy AI types
New enemy AI types
2002-08-18, 7:49 AM #1
I am trying to make 3 boba fett enemy variants: 1 on the ground, one flying and shooting, and one as a civilian, Its easy for the ground and civilian. But the flying one I need to create a new .pup file for, and the 3do I am using is a multiplayer skin, should I refer to the ST for ground, Probe droid for the air, and a civilian template for the civilian part.
"How can my feet smell if they dont have a nose?" - Ed (Ed Edd 'n' Eddy)
2002-08-18, 11:32 AM #2
Yes you can base your new templates on the stormtroop, probedriod, and pedestrians, but you will doubtless have to change some of the settings to make your new actors work correctly. The weapon, health, aiclass, pup, etc settings will have to be changed to what you want to use instead.

Now, this is definitely not related to Cog. So if you have any problems with your new actors, create a thread for your problem in the Editing Forum.

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Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2002-08-18, 6:53 PM #3
hmmm, your right...mostly I just have to modify their .pup files to kyles and\or make new key files from scratch...that would be perfect for an SSD level...but the probedroid seems to be in whatever direction it wants to be...I got it! I can use Maw's actor cog and modify the template and the cog, cause maw almost always faces you, I just have to fix some distance varibles, and aiming differentials values...and what the heck will be shot (Sure dont want a flying dark jedi with legs....)
"How can my feet smell if they dont have a nose?" - Ed (Ed Edd 'n' Eddy)
2002-08-19, 9:08 AM #4
if I remember correctly..
I once made a flying enemy, which had the normal stormtrooper ai and cogs, I had just changed the template to _flyactor.
Offcourse, because I didn't change the keys, he made walking movements in the air.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com

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