Page 2 of 2
Re: Walking Bantha and Dewback
Posted: Fri May 30, 2008 10:37 pm
by redgroupclan
You said to spawn them as locals, couldnt it be possible to just place them in the map like normal ODF's?
Re: Walking Bantha and Dewback
Posted: Sat May 31, 2008 2:25 pm
by FragMe!
Never tried, I think they would just stand there as they don't have an objective. Unless you created and ally path for them to follow and state that in the ODF but I am still not sure if it would work.
you can try and let us know how it works

Re: Walking Bantha and Dewback
Posted: Sat May 31, 2008 5:57 pm
by redgroupclan
So would I create a path (AllyPath1), then go to the ODF and insert a code applying to following AllyPath1? (such as Follow=AllyPath1)?
not to inept with scripting yet...
Re: Walking Bantha and Dewback
Posted: Mon Jun 02, 2008 9:36 am
by FragMe!
You could try that, I haven't done a whole lot with pathfollower so I can't say for sure.
Have a look at some of the other walkers and worlds see if the have pathfollowing in them.
I am thinking maybe hoth or endor
Re: Walking Bantha and Dewback
Posted: Tue Jun 03, 2008 8:23 pm
by redgroupclan
Still working on the 'placing them as ODFs'. Though theres something wrong...
Those errors are the cause of my map to crash, if I can get them out of the way I can see if they can be placed as normal ODFs with a path to follow.
Re: Walking Bantha and Dewback
Posted: Tue Jun 03, 2008 11:43 pm
by FragMe!
Those error messages suggest that either you are missing the AnimationName = "dewback" line or you have it have after the lines that declare the legbones or it simply won't work as you are trying to do it and that is the resultant error.
It is saying it is trying to set the legbone and footbone animation values to something it can't find
Post the ODF you are trying to use
Re: Walking Bantha and Dewback
Posted: Wed Jun 04, 2008 1:06 pm
by redgroupclan
Anything wrong with that?
Re: Walking Bantha and Dewback
Posted: Wed Jun 04, 2008 10:25 pm
by FragMe!
I just put both the Bantha and the Dewback just using odfs and placing them in ZE and it worked fine.
All I did was remove all side references in the lua, copied the msh, tga, odfs (the non-rider ones) and the munged anim files to the proper places in my worlds/ARG folder (msh odf and munged folders). Placed them in ZE munged, opened the map in game and there they were just walking around.
Re: Walking Bantha and Dewback
Posted: Thu Jun 05, 2008 1:52 pm
by redgroupclan
Hm and you didnt get those errors i posted before?

Re: Walking Bantha and Dewback
Posted: Thu Jun 05, 2008 11:35 pm
by FragMe!
Nope the only errors that I got related to the Dewback and Bantha are missing bone errors but those were only sev 2 and those are because the things don't use those bones so they weren't enveloped.
What you could try is make a junk test map (everyone should have one

) and try putting them in there just to see if they work and confirm you are doing things correctly. You also don't run the risk of destroying the map you are working on.
So as mentioned make the map, put the assets for the bantha and dewback into the proper folders in the maps odf, msh and munged folders (don't have any custom sides) then just place them as objects in ZE and see what happens.
Re: Walking Bantha and Dewback
Posted: Fri Jun 06, 2008 1:53 am
by redgroupclan
Lol i was workin with a junk map when i posted those errors. now it wont open after i placed the animals in it tryin to get them to follow paths

3 minutes of deleting a map folder here i come

Re: Walking Bantha and Dewback
Posted: Fri Jun 06, 2008 12:05 pm
by cloneknight
bantha works fine for me, but still trying dewback though.