StepHeight and SetLODDistance
Posted: Wed Sep 10, 2008 7:01 am
I added these commands in the settup part of the genericmonster script.
I raised a short and narrow wall 10 units tall to prevent the pawns from falling of the cliffs and the stepheight command didnt work until i placed the commands at the top of settup-why is that?
And,i still dont get the effects of the SetLODDistance,and i dont see why.
Console(true);
SetLODDistance("50", "60", "70", "80", "90", "100"); // show actor level of detail ditances
StepHeight("2");
Scale(SCALE); // scale the actor
if(BOXWIDTH > 0)
{
BoxWidth(BOXWIDTH*SCALE); // set bounding box width/depth
}
AttributeOrder(HEALTHATTRIBUTE, HEALTH, "Death"); // give monster health
HostilePlayer(HOSTILEPLAYER); // set who monster is hostile to
HostileSame(HOSTILESAME);
HostileDifferent(HOSTILEDIFFERENT);
SetFOV(170, "BIP 01 HEAD"); // set the bone that the eyes are located to
SetGroup(GROUP); // assign a group to belong to
FindTargetOrder(SIGHTDIST, "FoundTarget", DAMAGEATTRIBUTE); // seen a target to chase
AddPainOrder("IdlePain", 100); // show pain and trigger alert
AvoidOrder("Avoidance");
AddTriggerOrder("IdleToAlert", ALERTTRIGGER, 0); // go to alert when triggered
RotateToPoint(STAND, YAWSPEED, false, ""); // go to point if any specified
MoveToPoint(WALK, WALKSPEED*SCALE, "");
if(PATROL = false)
{
NewOrder("Idle");
}
else
{
NewOrder("Alert");
}
} ]
I raised a short and narrow wall 10 units tall to prevent the pawns from falling of the cliffs and the stepheight command didnt work until i placed the commands at the top of settup-why is that?
And,i still dont get the effects of the SetLODDistance,and i dont see why.
Console(true);
SetLODDistance("50", "60", "70", "80", "90", "100"); // show actor level of detail ditances
StepHeight("2");
Scale(SCALE); // scale the actor
if(BOXWIDTH > 0)
{
BoxWidth(BOXWIDTH*SCALE); // set bounding box width/depth
}
AttributeOrder(HEALTHATTRIBUTE, HEALTH, "Death"); // give monster health
HostilePlayer(HOSTILEPLAYER); // set who monster is hostile to
HostileSame(HOSTILESAME);
HostileDifferent(HOSTILEDIFFERENT);
SetFOV(170, "BIP 01 HEAD"); // set the bone that the eyes are located to
SetGroup(GROUP); // assign a group to belong to
FindTargetOrder(SIGHTDIST, "FoundTarget", DAMAGEATTRIBUTE); // seen a target to chase
AddPainOrder("IdlePain", 100); // show pain and trigger alert
AvoidOrder("Avoidance");
AddTriggerOrder("IdleToAlert", ALERTTRIGGER, 0); // go to alert when triggered
RotateToPoint(STAND, YAWSPEED, false, ""); // go to point if any specified
MoveToPoint(WALK, WALKSPEED*SCALE, "");
if(PATROL = false)
{
NewOrder("Idle");
}
else
{
NewOrder("Alert");
}
} ]