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disabling warden charge

Posted: Fri Jul 26, 2013 8:36 pm
by bongobeat
Hi,
is it possible to disable the warden charge?

Re: desabling warden charge

Posted: Fri Jul 26, 2013 8:50 pm
by undeaddemon
I think you can define a new warden - and in there are his attacks [here its looks like rush] - just remark out that attack with --

Code: Select all

	animations = {
		idle = "assets/animations/monsters/guardian/guardian_idle.fbx",
		moveForward = "assets/animations/monsters/guardian/guardian_walk.fbx",
		turnLeft = "assets/animations/monsters/guardian/guardian_turn_left.fbx",
		turnRight = "assets/animations/monsters/guardian/guardian_turn_right.fbx",
		attack = "assets/animations/monsters/guardian/guardian_attack.fbx",
		attack2 = "assets/animations/monsters/guardian/guardian_attack_swing.fbx",
		turnAttackLeft =  "assets/animations/monsters/guardian/guardian_attack_swing_left.fbx",
		turnAttackRight =  "assets/animations/monsters/guardian/guardian_attack_swing_right.fbx",
		getHitFrontLeft = "assets/animations/monsters/guardian/guardian_get_hit_front_left.fbx",
		getHitFrontRight = "assets/animations/monsters/guardian/guardian_get_hit_front_right.fbx",
		getHitBack = "assets/animations/monsters/guardian/guardian_get_hit_back.fbx",
		getHitLeft = "assets/animations/monsters/guardian/guardian_get_hit_left.fbx",
		getHitRight = "assets/animations/monsters/guardian/guardian_get_hit_right.fbx",
		fall = "assets/animations/monsters/guardian/guardian_get_hit_front_left.fbx",
		rushBegin = "assets/animations/monsters/guardian/guardian_rush_begin.fbx",
		rushContinue1 = "assets/animations/monsters/guardian/guardian_rush_continue_right_step.fbx",
		rushContinue2 = "assets/animations/monsters/guardian/guardian_rush_continue_left_step.fbx",
		rushHit1 = "assets/animations/monsters/guardian/guardian_rush_hit_right_step.fbx",
		rushHit2 = "assets/animations/monsters/guardian/guardian_rush_hit_left_step.fbx",
	},

Re: desabling warden charge

Posted: Fri Jul 26, 2013 8:55 pm
by SeyProdumen
You could also just clone the warden and add

Code: Select all

brain = "Melee",
I did a quick test and it seems to work fine.

Re: desabling warden charge

Posted: Fri Jul 26, 2013 9:25 pm
by bongobeat
thanks for your answers,
disabling the first attack doesn't work, but with replacing the brain with "Melee" it's disable the rush!
thanks for your help!

Re: desabling warden charge

Posted: Fri Jul 26, 2013 10:26 pm
by msyblade
Alternatively, You can change his vision to 1, and he wont see the party till hes too close to charge, or vision 0 and he wont see the party at all, thus never attack.

Re: desabling warden charge

Posted: Sun Jul 28, 2013 10:18 pm
by bongobeat
with vision to 0 he can make a good npc then?

Re: desabling warden charge

Posted: Mon Jul 29, 2013 6:51 am
by msyblade
bongobeat wrote:with vision to 0 he can make a good npc then?

Absolutely, and you can use pressure plates connected to blockers activating/deactivating to roughly give them rudimentary pathfinding. I believe mahric has made an npc pathfinding script somewhere around here also.