Bored of the Rings wrote: "ha great, could you get the soldier to walk to you? "
Open the fpe file of "ai_soldier" and find there the animation.
Then you can adapted bellowed script (begin with line no 34) for making character to walk.
The part with "SetAnimationFrames(3110,3420)" in my example it's for conversation: "csi_unarmedconversation"...
-- https://forum.game-guru.com/thread/213322
-- The AI sitting and greeting the player
local PlayerDist_near = 150;
local PlayerDist_far = 200;
local sat = {}
local sit_duration = 5000
function ai_sit_init(e)
sat[e] = 1
SetCharacterSoundSet(e)
end
function ai_sit_main(e)
PlayerDist = GetPlayerDistance(e)
if sat[e] == 1 and g_Entity[e]['animating'] == 0 then
SetAnimationFrames(3710,3744)
PlayAnimation(e)
g_Entity[e]['animating'] = 1
sat[e] = 2
elseif sat[e] == 2 and g_Entity[e]['animating'] == 0 then
StartTimer(e)
SetAnimationFrames(3744,3828)
PlayAnimation(e)
sat[e] = 3
elseif sat[e] == 3 then
if GetTimer(e) > sit_duration then
SetAnimationFrames(3828,3862)
PlayAnimation(e)
g_Entity[e]['animating'] = 1
sat[e] = 1
end
end
if PlayerDist < PlayerDist_near and sat[e] == 2 then
LookAtPlayer(e);
PlaySound(e,8000,500);
SetAnimationFrames(3110,3420)
PlayAnimation(e)
g_Entity[e]['animating'] = 1
sat[e] = 4
elseif PlayerDist > PlayerDist_far and g_Entity[e]['animating'] == 0 then
SetAnimationFrames(3744,3828)
PlayAnimation(e)
g_Entity[e]['animating'] = 1
sat[e] = 3
StopSound(e,0)
StopAnimation(e)
end
end
I make one where the character tell to player hes mission:
And btw: Dear GG devs, WE REALY NEED ONE LIPS SYNC to have a real talking animation for the characters.
In the moment we are forced to use a masked face for the character, and the GG are just one mask color model for all character creation (please don't count the gas mask) !
Smile today, tomorrow could be worse
http://bestradiolarry.ro/fps/
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