Quick followup of HockeyKids vid...
http://www.youtube.com/watch?v=iCmQEerQMC0
Quick test of some new Dark AI FPI instructions. Nothing too fancy going on but AI can throw grenades within a defined range and melee against either enemy AI or the player. You'll see some jitter of the characters when they are close. This is just because the scripts need to be tuned (they are trying to get too close and colliding). Sluggish targeting, etc is also because the script was a quick and dirty test. (More to come)
Quote: "Does this work with all characters using the standard animations or have these models had extra frames added?"
I can answer that. The characters he showed do have extra animations (which you only see a couple of in his vid). The system will work great with any melee caracters like Bond1's zombies or the various fantasy characters. You can even assign different damage to the various attacks. For stock anim characters, your stuck with a cropped grenade throw animation but the ability is there. For testing, the FPE can be hacked by adding anim10 and anim60 and copying the framerange for anim8. Then include something like the following in the character's Dark AI script:
;//melee strike
;//Temp Hack! ----------------------------------using anim 10in lieu of anim 8 plus FPE hack to override weapontype offset
:state=1,aitargetdistwithin=65:aistop,airotatetotarget,state=191
:state=191:airotatetotarget,aistop,setaiactive=0,setframe=10,state=193
:state=193:incframe=10
:state=193,framebeyond=10 40,aitargetdistwithin=70:aisetmeleedamage=10,aiusemelee=1,state=194,sound=audiobank\misc\melee.wav
:state=193,frameatend=10:animate=1,state=1,setaiactive=1
:state=194,frameatend=10:animate=1,state=1,setaiactive=1
HockeyKid is going to be adding some sort of failsafe, I believe, so that FPE's won't need to be edited.