4sheetzngeegles
Survivor
Faatal
Questions regarding Sound and animation.
I had asked a question once before about the Vulture animation.
Your answer simplified it for me.
Is it possible to add a simple land sequence and allow them to peck
downward like the diggers do? Prerequisite: player position -Y to
vulture, player visible via ray trace, player unreachable. If all are
true then it lands and uses the chicken walk ID.
Pecks at the bars from above.
Same as zombies digging down, once through flies and attacks.
Bonus dmg to wood, and glass. Bonus for multiple entities same as bi and
quadripeds. The sound would be alert to the player pointing to attack
from above.
From vertical a pecking animation could allow the attack of
windows and vertical bars. Sort of a Hitchcock feel. Ref: The Birds.
Or since they auto attack vehicles set glass blocks and bars as entities
in the attack setting entityclasses.xml. If they follow similar parameters
as zombies, they would flock and attack weakest points.
When a Zombie kills an animal can the animation used when player is killed
be added. After carcass is destroyed have it downgrade to a goreblock?
What is the tag used to allow sounds on gravel or dirt, I ask because there
are no zombie footsteps inside a poi, but there are footsteps on the outside
of poi.
Coyotes, Wolves, Mountain Cats are primarily pack hunters. Can the same audio
mechanic used for the Screamer be added to them. If they are hurt but not killed
within a specific period. They Alpha call and bring a Pack, (mechanic: the challenges)
have them come from all directions. Visual: Velociraptor attack pattern.
Other topic question: Regarding player weapons and tools. When added to carry inventory
can a temporary numeric Id be assigned to them. Example if have 2 wooden spears, the first
would be 01 the second 02 etc for all tools and weapons. If you place them in your belt,
use them and retrieve they would return to respective slots. Presently only one will
return there the other goes to backpack.
Questions regarding Sound and animation.
I had asked a question once before about the Vulture animation.
Your answer simplified it for me.
Is it possible to add a simple land sequence and allow them to peck
downward like the diggers do? Prerequisite: player position -Y to
vulture, player visible via ray trace, player unreachable. If all are
true then it lands and uses the chicken walk ID.
Pecks at the bars from above.
Same as zombies digging down, once through flies and attacks.
Bonus dmg to wood, and glass. Bonus for multiple entities same as bi and
quadripeds. The sound would be alert to the player pointing to attack
from above.
From vertical a pecking animation could allow the attack of
windows and vertical bars. Sort of a Hitchcock feel. Ref: The Birds.
Or since they auto attack vehicles set glass blocks and bars as entities
in the attack setting entityclasses.xml. If they follow similar parameters
as zombies, they would flock and attack weakest points.
When a Zombie kills an animal can the animation used when player is killed
be added. After carcass is destroyed have it downgrade to a goreblock?
What is the tag used to allow sounds on gravel or dirt, I ask because there
are no zombie footsteps inside a poi, but there are footsteps on the outside
of poi.
Coyotes, Wolves, Mountain Cats are primarily pack hunters. Can the same audio
mechanic used for the Screamer be added to them. If they are hurt but not killed
within a specific period. They Alpha call and bring a Pack, (mechanic: the challenges)
have them come from all directions. Visual: Velociraptor attack pattern.
Other topic question: Regarding player weapons and tools. When added to carry inventory
can a temporary numeric Id be assigned to them. Example if have 2 wooden spears, the first
would be 01 the second 02 etc for all tools and weapons. If you place them in your belt,
use them and retrieve they would return to respective slots. Presently only one will
return there the other goes to backpack.