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  1. #1

    Default enemies two problems! (animtree, attack animations and scripit)

    Hello friends:

    I help desperately! please! About the enemies:


    I leave a video with the problem and failures ingame...


    Each type of enemy has a script associated by Pawn, and that are posted, meshes, aniset, AnimTree, features, etc. ..)

    The pawn_enemies are walking around, each with its characteristics of speed and attack damage ...

    But, I have two open problems, and can not find any solution.

    1-The enemies to get to the position player, stop its movement (there is fine, put in a position to break ...) but why the enemy lowers the z axis and passes through the floor? If this all seems ok, right?

    LEFT IMAGE OF THE PLAYER AND ENEMY AnimTree



    2-The enemies by touching the player, take away life, it sounds like the sound of attack, but I dont know how to make play the attack animation! I've proven it all! In the end I left the attack animations anim node linked by tree (also for the player, that does not work), but do not know what else to release the attack animation happy!

    I need urgent help, please! I'm desperate!

  2. #2
    MSgt. Shooter Person
    Join Date
    May 2010
    Posts
    268

    Default

    Yes... I am curious about this issue too... Obviously we are doing something wrong because dungeon defenders enemies are not doing this (and other game using udk)

    My thread discussing this is located here

    http://forums.epicgames.com/threads/...her-questions)

    if you use the standard UDK structure your model will crouch because something is hardcoded into game that tells it to crouch - even if another animimation is currently playing the lower half of the body will crouch and continue to play the existing animation on the top half of the model.

    and I have all the crouch flags set to false

    Maybe its something hard coded in moveto and movetowards that cannot be turned off - but again other ai such as dungeon defenders dont seem to have this issue


 

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