Changing Default Enemy Models
by muskydragon · in Torque Game Engine · 05/07/2009 (12:35 pm) · 2 replies
Hey Everyone..
I am currently using the Torque Demo and trying to change the Enemy A.I. in the Killer Kork A.I. Script to use the default ORC model as the enemy 3d model. I got the Elf Model to load up fine but when I try to change the Enemy A.I. to use the Orc model it doesn't seem to load the animations.
When I use this code.
datablock PlayerData(DemoPlayer : PlayerBody)
{
shootingDelay = 2000;
shapeFile = "~/data/shapes/player/player.dts";// filepath to your skeleton.dts
};
it loads the 3d models but they slide around jumping and don't play animations.. can anyone please help me with this for my class.
Thanks
I am currently using the Torque Demo and trying to change the Enemy A.I. in the Killer Kork A.I. Script to use the default ORC model as the enemy 3d model. I got the Elf Model to load up fine but when I try to change the Enemy A.I. to use the Orc model it doesn't seem to load the animations.
When I use this code.
datablock PlayerData(DemoPlayer : PlayerBody)
{
shootingDelay = 2000;
shapeFile = "~/data/shapes/player/player.dts";// filepath to your skeleton.dts
};
it loads the 3d models but they slide around jumping and don't play animations.. can anyone please help me with this for my class.
Thanks
Associate Michael Hall
Distracted...
// Load dts shapes and merge animations exec("~/data/shapes/player/player.cs");What that does is exec a file that contains the TSShapeConstructor for that model. It's the job of the TSShapeConstructor to connect your model with a group of .dsq animations. A TSShapeConstructor script and accompanying .dsq animations need to be present for each unique "player" you wish to have.