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Problems with AI animation

dekon_17
Registered User
Quote
2022-03-30 18:32:56

So far, so good, I made something that "overrides" the built-in CopperCube AI (or cooperates with it). I somehow managed to make it follow player everytime... And jump over obstacles! And the little problem I have is that jump animation doesn't really apply on jump. I use "ccbSetSceneNodeProperty" for this, but it doesn't really help. I think this can happen because AI is constantly recieves "moveto" command (to move closer to player), so, it constantly sets animation to "Walk" and stops animation "Jump". Is there any way I can avoid this? If you would need the code to better understand what happens, I can provide it.


sven
Registered User
Quote
2022-03-30 19:32:40

EDIT :
just tested-It doesnt work.



I havent test it but--
{but what if you set all AI animations "NONE" (in behavior) and set them manually byyourself if needed..

First check if animation not already walk then set it to be walk..
(then you are not constanly setting animation that may cause error)

If jump then if not already jump_animation then set it..
doLater (after jump)--set walk or whatever it was before .


sulbcon
Registered User
Quote
2022-03-30 22:25:08

Well as for me I would make the animated mesh a child of the original AI so that the AI commands don't affect the animated mesh's animation and the set the animation to whatever I want. Surely this should work.


Arcanjo
Guest
Quote
2022-03-31 19:35:25

Just disable AI command and make a test!


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