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  1. #1
    MSgt. Shooter Person
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    May 2012
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    Post Behavioral Archetype

    I have seen that I can set a crowd destination to have a behavioral archetype. How do I create this ? I couldn't find a forum that had been answered so I am asking again. Are their any tutorials ? I don't know if this is Uscript or not so I am posting it here. Thanks in advance.



    Posting that you have no idea how do this either is still responding and at this point that's ok.
    Last edited by enter360; 07-17-2012 at 06:37 PM.

  2. #2
    MSgt. Shooter Person
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    iran
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    in udn document :
    As mentioned above, crowd 'agents' are not Pawns, and do not use PHYS_Walking. Instead, they use a movement model that follows a set of simple rules. One important thing to remember is that they do not perform collision against level geometry. Instead they move along the navigation mesh to ensure they don't pass through the geometry of the map. They can however perform a cheaper zero-extent line trace to ensure they conform to uneven surfaces.
    so you can't use Pawn Behavior for Archetype actors but you can use navigation system for redirect Actors and use Crowd population manager for management your crowd and animtree or GameCrowdBehavior_PlayAnimation for play your animation

    see udn document:
    http://udn.epicgames.com/Three/CrowdSystem.html

  3. #3
    MSgt. Shooter Person
    Join Date
    May 2012
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    I apologize I should have been more clear in my post. I have made a GameCrowdBehavior_Playanimation, I have a Interaction point and the agents reach it and don't play the animation so I was hoping someone would know of a walk-through or might have some experience with this. I have my GCB_PlayAnimation it only asks forthe name of the animation. So I need to put in the full name of the animation or just what it is called within the Anim Set ? How can I check and see if I am setting up the interactions correctly? Right now my agents get to the point and do nothing--that is not what I want them to do.


 

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