Game Development Community

I lost my Kork dts file...

by Wolf Okami · in Game Design and Creative Issues · 11/19/2008 (11:03 am) · 7 replies

God ****it i looked all over and i cannot seem to find the original kork player im usng a different one and i lost my backup can anyone give me the link to another kork dts along with his dsqs and all?

Pardon my language.

EDIT: Also i need to know how to use a different datablock for my aiplayer instead of my player being the same as its.

#1
11/19/2008 (11:39 am)
If you have the SDK then you do have a "backup" - simple download the archive from your account page. I don't think there is a link just to download Kork and his animations. The demo and the starter.fps both have the player.dts model. I fail to understand the problem.

To make the aiplayer have a differnt shapefile will take a few minor modifications and is very easy. Take a look at your aiPlayer.cs script file. Inside of it you'll find a datablock declarations for the aiPlayer.
datablock PlayerData(DemoPlayer : PlayerBody)
{
   shootingDelay = 2000;
};
The DemoPlayer : PlayerBody part tells you that the DemoPlayer (the AI) is derived from the PlayerBody. This means that the DemoPlayer shares all "traits" of it's "parent". This allows the AI to use everything already existent for the PlayerBody (datablock fields and methods) without having to duplicate large amounts of similar code.

Simply add the fields that you want the "child" to override to the above datablock like so:
datablock PlayerData(DemoPlayer : PlayerBody)
{
   shootingDelay = 2000;
   shapeFile = "~/data/shapes/AIplayer/AIplayer.dts";
};
Now we are telling the "child" to use the new shapeFile indicated by the filepath. You'll have to change the .../AIplayer/AIplayer.dts part to point to the shape you wish to use, and you'll have to load, merge, and execute the animation data for the new model.
#2
11/19/2008 (2:28 pm)
I tried the above but the game crashes can you write in the exact code i need to put in and show me how to merge anims and stuff

I want to make an ai player based off another folder like instead of /player/player.dts i want it to be /player2/player.dts

why does it crash whenever i try the shape file thing do i absolutely need to merge anims if so how?
#3
11/19/2008 (2:56 pm)
@Cameron - Have you tried going through the artist and TGE documentation online?
#4
11/19/2008 (4:10 pm)
I couldn't say why that would crash - the above code is exactly how I tested it in the starter.fps before I posted it here. The AI wasn't animated though that's why I mentioned it.

shapeFile = "~/data/shapes/player2/player.dts";

There are two player.cs files. In server/scripts/player.cs (this is the one that contains datablocks and methods) at the top you'll see an exec for the other one located in data/shapes/player/player.cs - it is this one that contains the TSshapeConstructor. That's how you load the animations - just add another one for the new shape. You'll have to read the documentation to understand how that works.
#5
11/19/2008 (4:26 pm)
Ok mike im using the killer kork ai is that the problem? that could be it since theres alot of algorithims that wont load such as the ability to think and such. i got the game to work but it wont load the character it just says (SPAWn algo 1 brain 1) and so on
#6
11/19/2008 (4:36 pm)
Never used Killer Kork so I couldn't say, but the shapefile principle should still be the same.
#7
11/19/2008 (4:38 pm)
Its not it must not understand the algorithims there has to be some sort of thing im missing because i did everything exactly like that except for the anims and it crashed