Wonder what I'm overlooking here..
I've been creating a Bossfight scene lately, and I have two problems!
1.Make him die on the right time, which seems to be various depending on the weapon. So I had to set the guy to 'Neverdestroy=True' and then hid him when the displaymeter was drained. And then spawned a new guy who could do the dying part.. I guess that explains the Cutscene's right after a bossfight in the game.
I set the Displaymeter to value 100 and used the damageproperties in the CAIhuman to send the commands to the displaymeter (called meter00 here)
When the Displaymeter reaches a value of 2 (0 didn't work) it sends a command to trigger20 and the AI is removed and life goes on
2. the displaymeter empties in less than a sec if he's been tagged, poisoned or burned.
Meaning that 1 phoes bullet would toast him
Otherwise it is all working just fine,then I thought of something.. You cannot tag supersoldiers and a few other characters, so i figured that I could make a new
character with similar settings as they have.
here's what I've been doing:
I copied the Sovietsoldier ltb and renamed it to HarmBoss1.
Gave it a new set of textures, and made a spot for him in the Modelbutes.txt
Then I made a spot for him in the AIbutes.txt[Model103]
Name = "HarmBoss1"
SoundTemplate = "barnes"
Type = 0
Skeleton = 0
Mass = 2000.0
HitPoints = 200.0
MaxHitPoints = 200.0
Armor = 50.0
MaxArmor = 200.0
Energy = 0
MaxEnergy = 0
MinSearchTime = 2.0
MaxSearchTime = 4.0
ModelFile = "chars\models\soldrsov.ltb"
Skin0 = "chars\skins\HARMBOSS.dtx"
Skin1 = "chars\skins\HARMBOSSHEAD.dtx"
RenderStyle0 = "RS\NinjaTranslucent.ltb"
AltHeadSkin0 = "chars\skins\HARMBOSSHEAD.dtx"
AltHeadSkin1 = "chars\skins\wntrhead1.dtx"
AltHeadSkin2 = "chars\skins\wntrhead2.dtx"
AltHeadSkin3 = "chars\skins\sovhead.dtx"
AltHeadSkin4 = "chars\skins\sovhead1.dtx"
AltHeadSkin5 = "chars\skins\sovhead2.dtx"
DefaultAttachment0 = "Head, sovietcap"
AIName = "HarmBoss1"
Animation = "Attributes\\AnimationsHuman.txt"
and the main purpose was to make him immune against phoes, bananas etc..
and... a bit further down[Brain14] //////////////////////////////////////////////////////////////////////////
Name = "HarmBoss1"
DodgeVectorCheckTime = 0.25
DodgeVectorCheckChance = 1.00
DodgeVectorDelayTime = 3.00
DodgeVectorShuffleDist = 109.0
DodgeVectorRollDist = 140.0
DodgeVectorShuffleChance = 0.7 // \
DodgeVectorRollChance = 0.3 // >- must add up to 1.0
DodgeVectorBlockChance = 0.0 // /
DodgeProjectileCheckTime = 0.25
DodgeProjectileCheckChance = 1.00
DodgeProjectileDelayTime = 3.00
DodgeProjectileFleeChance = 1.00 // >- must add up to 1.0
AttackRangedRange = [0.0, 500.0000]
AttackThrownRange = [350.0, 1000.000]
AttackMeleeRange = [0.0, 100.0]
AttackChaseTime = 0.500000
AttackChaseTimeRandom = [-0.250000, 0.250000]
AttackPoseCrouchChance = 0.01
AttackPoseCrouchTime = 10.0
AttackGrenadeThrowTime = 10.00
AttackGrenadeThrowChance = 0.50
AttackCoverCheckTime = 5.00
AttackCoverCheckChance = 0.125
AttackSoundTimeMin = 5.0
AttackFromCoverCoverTime = 1.000000
AttackFromCoverCoverTimeRandom = 1.000000
AttackFromCoverUncoverTime = 5.000000
AttackFromCoverUncoverTimeRandom = 2.000000
AttackFromCoverReactionTime = 0.250000
AttackFromCoverMaxRetries = 3
AttackWhileMoving = TRUE
AttackFromVantageAttackTime = 2.000000
AttackFromVantageAttackTimeRandom = 2.000000
AttackFromViewChaseTime = 5.0
ChaseExtraTime = 0.4000
ChaseExtraTimeRandom = [-0.1, 0.1]
ChaseSearchTime = 4.0
PatrolSoundTime = 8.0
PatrolSoundTimeRandom = [-1.0, 2.0]
PatrolSoundChance = 0.25
DistressFacingThreshhold = 0.95
DistressIncreaseRate = 0.5
DistressDecreaseRate = 0.2
DistressLevels = 4
MajorAlarmThreshold = 5
ImmediateAlarmThreshold = 10
CrawlThreshhold = 0.00000
CrawlChance = 0.00000
CrawlLifetime = 0.00000
TauntDelay = 0.000000
TauntChance = 0.000000
CanLipSync = TRUE
DamageMask = "HarmBoss1"
AIData0 = "MinPathWeight=1.0"
AIData1 = "BreaksDoors=1.0"
AIData2 = "IgnoreJunctions=1.0"
AIData3 = "DivergePaths=1.0"
///////////////////////////////////////////////////////////////////////////////////
and ofcourse the damagemask settings:[AttributeTemplate20]
Name = "HarmBoss1"
RunSpeed = 280.0
JumpSpeed = 280.0
JumpOverSpeed = 280.0
FallSpeed = 250.0
CrawlSpeed = 25.0
WalkSpeed = 70.0
SwimSpeed = 0.0
FlySpeed = 0.0
Marksmanship = 0.8
Bravado = 0.95
SoundRadius = 1500.0
HitPoints = 70.0
Armor = 0
Accuracy = 0.25
AccuracyIncreaseRate = 1.0
AccuracyDecreaseRate = 1.0
FullAccuracyRadius = 256.0
AccuracyMissPerturb = 64.0
MaxMovementAccuracyPerturb = 10.0
MovementAccuracyPerturbTime = 3.0
CanSeeEnemy = TRUE
SeeEnemyDistance = 2000.0
CanSeeEnemyLean = TRUE
SeeEnemyLeanDistance = 1000.0
CanSeeAllyDeath = TRUE
SeeAllyDeathDistance = 640.0
CanHearAllyDeath = TRUE
HearAllyDeathDistance = 128.0
CanHearAllyPain = TRUE
HearAllyPainDistance = 0.0
CanHearEnemyFootstep = TRUE
HearEnemyFootstepDistance = 0.0
CanSeeEnemyFootprint = TRUE
SeeEnemyFootprintDistance = 384.0
CanHearEnemyWeaponImpact = TRUE
HearEnemyWeaponImpactDistance = 0.0
CanHearEnemyWeaponFire = TRUE
HearEnemyWeaponFireDistance = 0.0
CanHearAllyWeaponFire = TRUE
HearAllyWeaponFireDistance = 0.0
CanSeeEnemyFlashlight = TRUE
SeeEnemyFlashlightDistance = 512.0
CanHearEnemyDisturbance = TRUE
HearEnemyDisturbanceDistance = 0.0
CanSeeEnemyDisturbance = TRUE
SeeEnemyDisturbanceDistance = 500.0
CanSeeEnemyLightDisturbance = TRUE
SeeEnemyLightDisturbanceDistance= 2000.0
CanSeeEnemyWeaponImpact = TRUE
SeeEnemyWeaponImpactDistance = 200.0
CanHearEnemyAlarm = TRUE
HearEnemyAlarmDistance = 0.0
CanSeeAllySpecialDamage = TRUE
SeeAllySpecialDamageDistance = 0.0
CanSeeAllyDisturbance = TRUE
SeeAllyDisturbanceDistance = 0.0
CanHearAllyDisturbance = TRUE
HearAllyDisturbanceDistance = 0.0
CanSeeAllyDistress = TRUE
SeeAllyDistressDistance = 0.0
CanSeeProjectile = FALSE
SeeProjectileDistance = 0.0
CanSeeEnemyDanger = TRUE
SeeEnemyDangerDistance = 0.0
CanUseVolumeAmbientLife = FALSE
Alignment = "BadCharacter"
I left out[DamageMask5]
Name = "HarmBoss1"
Damage0 = "Melee"
Damage1 = "Sword"
Damage2 = "Bullet"
Damage3 = "Explode"
"Burn"
"Electrocute"
"choke"
"slippery"
"poison"
and I hoped that would cure the problem, but he's still kaput after one cyanid bullet, or any tag! I thought this would make him ignore Bananas and other tags atleast
Does anyone have a bright idea that might do the trick?
(a beer didn't help, already tried that)