odinsballs wrote:why not downsize the beasty to more workable capsule format, i know this might be considered a cheap way out by some but, i can imagine it would still be a rather fierce oponent, or use em as 1 tile young dragons. it would at least save you a butt-load of work i wager.
It's not a bad idea; when I made that Gif last night, it was of a map that I did have the Dragon roaming on, and he is very big.
Leki wrote:Try dragon plugin and place the dragon into scene as default behawiour (no guard). For better results make big room and add AI Blockers 3cells from the wall etc. There is no turn or move animation, but it does not matter. It's enough for a test:
1) Test how monster works in your viewport (It will disapear and appeat in front of you) - find solution for that
2) Tray to use animation event on idle frame 2 - I mean when dragon turns, spawn barrels or what ever and destroy the old ones - post code
... and remember that the monster must stay in the middle to keem animations fluent - so you have to use distatnt attack AI, as bowman have etc - then monster can breath (as shoot, or spell), and you have to do damage to the cells in front of him or use projectile/fireball hidden in flames... And also you have to use shor timeouts and longer animation sequences to make movement clean - I mean its nothing for dragon to do 3m step... etc[/color]
It's not likely I will get a chance to do this; I'm behind on my own ORRR2 room, and any time spent in the editor, really needs to be spent finishing up... as it is, I will not be done by the end of the month (the deadline); it will take me the following week as well... at the very least.
But afterwards... then I can dive into it; sometime in the 2nd week of November if all goes well.
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EDIT:
A bit of testing has cleared up some foggy memory about animation events... I was [erroneously] thinking I could place a playSound("footstep") call in the event; but it is actually assigning 'Footstep' As the event... so this would never work as I had been thinking.
A curious thing though in the documentation:
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animation: the filename of the animation to attach the event to. The filename must be a valid asset reference ending with ".fbx".
event: an event name to attach.
Typical event names used are "footstep", "attack" and "ranged_attack".
frame: a frame number in the animation to attach the event to (one frame equals 1/30th of a second).
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Is it possible to define event names? (and what they do?)
If it isn't. I'm certainly suggesting that it should be in LoG2 ~if not too problematic.