Thanks, telliamed!
Here's the list of motion tags and their descriptions that I've put together. A prettier version is available at http://whoopdedo.cjb.net/thief/motions.xhtml
I began with the info posted by schwaa in this thread. Previous lists have been posted by Spanker, and Thumper.
Some of them don't seem to have any effect. BellPull doesn't seem to do anything different, so I suspect it wasn't included in T2. I haven't tested any in TDP yet.
-----
Conv 1 -- raise left hand
Conv 2 -- lean back
Conv 3 -- shuffle from side to side
Conv 4 -- shake arms in frustration
Conv 5 -- lean forward
Conv 6 -- nod head
Conv 7 -- move arms up and down low
Conv 8 -- turn head right
Conv 9 -- arms behind back
Conv 10 -- hands together at front
Conv 11 -- arms crossed
Conv 12 -- arms wide then right hand up low
Conv 13 -- walk forward, wave right hand, hesitate, step back, then run right
Conv 14 -- lie on back, turn head from side to side
Conv 15 -- waving arms mid
Conv 16 -- look up then down then shake arms out mid
Conv 17 -- shake arms left to right
Conv 18 -- shake arms low then shrug
Conv 19 -- shake arms in agreement
Conv 20 -- shake right hand and shake head
Conv 21 -- lying down, shake left arm then fall dead
Conv 22 -- gesture with hands for a long time
Conv 23 -- move head
Conv 24 -- right hand up and down
Conv 25 -- two arms up and out
Conv 26 -- right hand up and down and shake head
Conv 27 -- left hand up and down, nod head
Conv 28 -- both hands up and down mid
Conv 29 -- both hands up and down, turn in a circle, raise arms, then right arm forward (the ranting Hammerite)
Conv 30 -- put hands on hips and lean forward
Conv 31 -- right hand forward, left hand on hip, then lean forward
Conv 32 -- wave arms out, then hands on hips and lean forward
Conv 33 -- hands on hips, lean forward, then shake head
Conv 34 -- right hand out, left hand on hips, move head, then right hand to hip
Conv 35 -- hands on hips leaning forward
Conv 36 -- lies down, sifts position (as if uncomfortable)
Conv 37 -- nods head (bow)
Conv 38 -- raise left hand and nod (traditional salute)
Conv 39 -- left hand across chest, head up (imperial salute)
Conv 40 -- raise left hand, head nods to left
Conv 41 -- raise both hands slightly
Conv 42 -- crouch, then stand
Conversation foo -- salute
Conversation foo, bar -- lean forward
Conversation foo, baz -- nod head
Conversation foo, bar, baz -- turn head right
Conversation foo, quux -- hands together in front
Conversation bar -- lean back
Conversation bar, baz -- arms up and down low
Conversation bar, quux -- cross arms
Conversation baz -- shake arms in frustration
Conversation baz, quux -- hold arms out low
Conversation quux -- <dd>arms behind back
Stand2Sit -- sits down from standing
Sit2Stand -- stands up from sitting (quickly)
Sit2Lie -- goes from sitting to lying
Lie2Stand -- from lying to sitting
Stand 0 -- hold still
Stand 0, Halt 0 -- sudden stop
Stand 0, Halt 0, NearHazard 0 -- jump back
Stand 0, Halt 0, OnStairs 0 -- leans forward
Stand 0, Wheel 0 -- ???
Stand 0, LeaningLeft 0 -- ???
Stand 0, LeaningRight 0 -- ???
Stand 0, Crouching 0 -- ???
Stand 0, Search 0 -- ???
Jumping 0 -- garret
Jumping 0, LocoUrgent 0<i>, Direction <></i> -- garret
IdleGesture 0 -- fidget
Locomote 0<i>, Direction <1-4></i> -- walk
Locomote 0, LocoUrgent 0<i>, Direction <1-4></i> -- run
Locomote 0, Search 0 -- walk holding out weapon
Locomote 0, Climbing 0 -- garret
Locomote 0, Crouching 0 -- garret
Crumple 0, Knockout 0 -- on back
Crumple 0, Die 0<i>, Direction <1-4></i> -- on front
Crumple 0, Die 0, IsConfined 0 -- to knees then front
Crumple 0, Die 0, OnStairs 0 -- curl up into a ball
ReadyItem 0 -- hand to left side
ReadyItem 0, ItemSword 0 -- fighting stance
ReadyItem 0, ItemBow 0 -- hand to right side
WorldFrob 0, AtWaist 0 -- push button
WorldFrob 0, AtWaist 0, Lever 0 -- pull big floor lever
WorldFrob 0, AtWaist 0, Door 0 -- turn knob
WorldFrob 0, AtWaist 0, BellPull 0 -- pull cord (T1/G only?)
WorldFrob 0, OnFloor 0 -- not in T2
WorldFrob 0, AtChest 0 -- not in T2
Search 0, Scan 0 -- look from side-to-side
Search 0, Peek 0<i>, Direction <1-3></i> -- lean forword
Discover 0, PointOut 0<i>, Direction <0,5-6></i> -- point at something, Direction 0 points at something far away.
Discover 0, Recoil 0<i>, Direction 4</i> -- jump back (or forward)
Discover 0, Recoil 0, IsConfined 0 -- step back
Discover 0, Thwarted 0 -- be frustrated
Discover 0, Salute 0 -- raise left hand
Discover 0, Challenge 0 -- shake fist
Stalled 0, Poisoned 0 -- choking
Stalled 0, Stunned 0<i>, Long 0</i> -- sway from side-to-side
Stalled 0, Blinded 0 -- arms raised
Stalled 0, Flail 0<i>, Long 0</i> -- seizure
Stalled 0, Flail 0, InWater 0 -- raised arms, then collapse to knees
Stalled 0, Flail 0, InAir 0 -- ???
Stalled 0, Rebalance 0 -- over-exagerated acting like there's an earthquake
ReceiveWound 0<i>, Direction <1,2,7,8></i> -- ouch
ReceiveWound 0, SevereWound 0<i>, Direction <1,2,7,8></i> -- ouch!?
RangedCombat 0 -- cast spell (or fire arrow)
MeleeCombat 0, Stand 0 -- be still
MeleeCombat 0, Locomote 0<i>, Direction <1-4></i> -- move
MeleeCombat 0, Locomote 0, LocoUrgent 0<i>, Direction <1-4></i> -- dodge
MeleeCombat 0, Block 0<i>, Direction <1,2,5,6></i> -- block
MeleeCombat 0, Attack 0, Direction <0,5,6> -- swing sword
MeleeCombat 0, Attack 0, SpecialAttack 0 -- two-handed overhead bash
Last edited by telliamed; 24th Aug 2002 at 04:53.
-- tom
The Dromesday Book
Thanks, telliamed!
Cartographer's Note FM: in production.
Download Old Comrades, Old Debts FM or Mistrz Effects demo and see my old projects!
Even more motions for completeness sake, but possibly the coolest of all.These ones are in T2 only, not TTDP or TG. They're probably left over from SS2.
// Stationary
Player 0, idlegesture
Player 0, stand
Player 0, stand, leaningleft
Player 0, stand, leaningright
Player 0, crouching
Player 0, locomote, climbing // Plays the ladder climbing motion, no vertical movement.
Player 0, mantle // Uses arms to pull up. No vertical movement.
// Movement
Player 0, locomote, direction 1 // Strafe Left
Player 0, locomote, direction 2 // Strafe Right
Player 0, locomote, direction 3 // Forward
Player 0, locomote, direction 4 // Backward
Player 0, locomote, locourgent // Run forward. No other directions work.
Player 0, locomote, crouching // Move forward while crouched. No other directions work.
//Jumps
Player 0, jumping // Vertical hop
Player 0, jumping, direction 3 // Forward, about 2 units.
Player 0, jumping, direction 4 // Backward
Player 0, jumping, locourgent, direction 3 // Slightly further forward, covers about 4 units.
Some of those look like they only affect the hands and/or head. Could they be applied to a sitting AI to make it look alive?
Completeness is good.
The only part of garret visible in-game is the arm when using a weapon or carrying a body; and that has a specialized and limited range of motions. The generic "player" motions would have been used in network play. You can get another AI to use them by assigning him the Motions\ActorTagList "Player 0"
Actually, the "Player 0" portion of SilentSleep's list is superflous and ignored in the Play Sound/Motion function. Just that you need to have the ActorTag set correctly for some of them to work. (the SpecialAttack, for instance, only works for 'WithSword, Hammer', for instance)
Wow... I never realized how ridiculous I look when crouching!
-- tom
The Dromesday Book
<i>Actually, the "Player 0" portion of SilentSleep's list is superflous</i>
Only if you put Player 0 into the ActorTagList as you said, and if you only want to get an AI to crouch briefly during a conversation, you won't want to.
If you tell an AI to play an idlegesture, they'll do the gesture defined by the ActorTagList, (an apebeast has a different idlegesture to a human, but it's still called idlegesture). The Player 0 at the start forces them to play the motion from that group instead.
Sweet,
copied/pasted...
Where do I find the definitions?
I mean.. What is avalible to use as combat motions? For example, withSword?
They would be in the motion schema files.... If we had them.
An updated version of the list I first posted can be found at http://snow.prohosting.com/tomfool/thief/motions.xhtml Although I still can't guarantee accuracy. It has the actor tags, which I omitted before.
The motions used with WithSword are mostly going to be the generic Humanoid motions, but a few are different. Only a few things such as WorldFrob where you don't want the actor to cut his own legs off are specified for that tag. The biggest changes in motion tags are for the non-humanoid actors. (Make a guard do a pirouette with 'Treebease, Treelike, Stand')
Anyway, all you really have to do is experiment. If you can manage to get an AI to move like you want him to, just thank the Gods of Dromed and don't question why it works.
-- tom
The Dromesday Book
Thanks telliamed!
I love these reference files..makes using DromED soooo much easier.
Yay! Thankyou!![]()
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Ah yes, NICE! I was looking for a updated list. Thankx!![]()
I'm not a bad guy, I just play one in real life.
So if I were to add "Player 0, jumping, direction 4" Would it work for a guard instead of the player?
It's easy to have AI make motions. Just add a line after the goto -- Play Motions (the motion tag itself goes on the last of the three argument lines). Here's the tag you may want...
Search, Scan
Your guard will look around for a couple of seconds. Below is a list of all motion tags names along with some notes... (Many thanks to Thumper and Totality for extracting these tags from the Thief databases):
===========
Thief 2 Motions
---------------
First of all AI can 'play' motions in several ways:
-- Conversations
-- AI_WatchObject
-- The property: Add>Motion>ActorTagList>[motion text] Motion loops continuously.... DanceOne is the classic motion of the zombies dancing in the Thief Gold blooper mission (I haven't gotten this to work yet).
Motion tags are placed in Argument line 3 under play sound/motion on conversations and other AI programming like AIWatchObj. These are motions specifically designed for conversations since their play length is always the same. All of those starting with "Conv..." have been tested are known to work.
Note - for those AI with weapons, the right hand would contain the weapon, and left is unarmed.
Conv 1 - Wipe face with left hand, or pointing, or knocking on door
Conv 2 - Lean back hard, reacting, stunned
Conv 3 - Figets side to side
Conv 4 - Shake arms in frustration
Conv 5 - Lean ahead and peer ahead
Conv 6 - Nod head in agreement
Conv 7 - Point/gesture straight ahead both hands together like patting dough
Conv 8 - Tilt head to right
Conv 9 - Both hands behind back
Conv 10 - Hold hands together in front
Conv 11 - Place right hand across waist fast, like salute
Conv 12 - Shrug, then point with right hand pointing up
Conv 13 - Complex tippy-towing to right, looking, then running away to right
Conv 14 - Lying on back, talking .. happens at waist level
Conv 15 - Gesturing wildly, talking with hands, not manacing
Conv 16 - Talking with hands explaining a point in detail
Conv 17 - Gesturing, explaining by sweeping arms, brief.
Conv 18 - Quick explaining hand motions
Conv 19 - Gesturing as though "C'mon... let's just do it!"
Conv 20 - Gesturing as though "I don't get it..." or "this seems stupid..." (turns away at end)
Conv 21 - Swimming horizonatally, then dying
Conv 22 - Explanation, lengthy
Conv 23 - Simple head roll "maybe you're right..."
Conv 24 - Raise right arm, long distance wave
Conv 25 - Raise arm to waist as though "are you with us?"
Conv 26 - Raise right arm, shake head "no"
Conv 27 - Raise left hand making simple point
Conv 28 - Slow shaking of arm in front together
Conv 29 - Going ape-shit, raising arms, spinning on feet, lecturing
Conv 30 - Leaning forward to listen
Conv 31 - Point with right hand, slow.
Conv 32 - Arms raised together, then slowly lowered as tho' angry boss
Conv 33 - Leaning in, then shaking head in dissappointment
Conv 34 - Leaning in, pointing or reaching straight ahead with right hand
Conv 35 - Leaning in to hear, staying there for a while, then straighten up
Conv 36 - Lying on back, tossing, or maybe struggling ...happens at waste level
Conv 37 - Big "yes" head nod
Conv 38 - Wiping face with left hand, maybe knocking on door or throwing switch (sometimes turns)
Conv 39 - Crossing left arm across waist
Conv 40 - Raising left arm, tipping head to left, tossing hands foward
Conv 41 - Arms quickly raised to waist level
Conv 42 - Crouching, looking straight ahead
--------
MORE MOTIONS...
These seem to need to be typed exactly as shown -- mixing and matching these names in other ways doesn't seem to work. The number '0' seen in some lines may not be needed, but doesn't seem to hurt. Some of these motion tags may be the same as "Conv" motions. Many of them have runtime varieties -- sometimes playing longer or shorter depending on which of the varieties gets played -- so most of these may not be very useful for carefully-timed conversations. The ones starting with "Conversation" however, are old Thief 1 conversation motions, and these can be used reliably in timed conversations.
Lines (below) beginning with "#" do not seem to work - or I don't have a clue how to use them.
From Totality...
----------------
***** = Tested and works
# = Does not work
Others have not been tested yet
***** WorldFrob 0, WithTray 0, AtWaist 0, BellPull 0 - General hand-off or pointing, non-threatening.
WorldFrob 0, AtWaist 0 Frobs in front with right hand forwayrd
WorldFrob 0, Lever Pulls a lever
WorldFrob, Door - Opens Door
***** Stand2Sit - Sits down from standing
Sit2Stand Gets up from sitting
***** Sit2Lie - Goes from sitting to lying
Lie2Stand From lying to sitting
***** Crumple, Die - Lies on face dead
***** Crumple, Knockout - Lies on back dead
#OnStairs As if KOd on stairs
#IsConfined Falls to knees then back
#NearHazard It is allowable, don't know what it does.
***** Search, Peek - Peers Forward
***** Search, Scan - Leans forwards hunches body and turns head.
***** Discover, Pointout - Points forwards with left hand.
Discover, Recoil Recoils backwards
***** Discover, Challenge - Points forwards real quickly.
Discover, Thwarted Shrugs shoulders in warming up kind of way.
Discover, Salute Salutes (Note discovers move only arms so variants if you play another motion immediately before hand)
***** IdleGesture 0 - Wobbles side to side.
***** Stalled, Poisoned - Looks like he's puking
Stalled, Stunned Stunned routine
***** Stalled, Blinded - Holds arms up to shield face, flash bomb reaction, lots of walking
***** Stalled, Flail - Looks like someone getting electrocuted!
Stalled, Flail, InAir - Can't see any obvious difference, more headless chicken
***** Stalled, Flail, InWater - Drowning Routine (very nice endpoint)
#Rebalance - Allowable though I don't know what it does.
ReceiveWound - Get's knocked back if hit
(+Block& SevereWound & Attack No discenible difference on sergeant model
Special Attack)
ReceiveWound, MeleeCombat - As if hit in chest, returns to on guard position
***** RangedCombat - Whirls Hands then throws - Same as Hammer High-Priest winding up to chuck a hammer bomb.
RangedCombat, Directed - A bit more discenable throw
RangedCombat, Direction Throws to one side
Conversation, Quux - Cross arms behind back
Conversation, Baz - Jump and shake arms a little as if agitated
***** Conversation, Baz, Quux - Raise arms as if to say I don't know
***** Conversation, Bar - Lean backward as if surprised
Conversation, Bar, Quux - Cross arms in front
Conversation, Bar, Baz - Move arms as if counting or conducting music
Conversation, Foo - Raise left hand and nod as if greeting
Conversation, Foo, Baz - Nod head as in agreement or acknowledgement
Conversation, Foo, Bar - Take a step forward with one foot, then back
Conversation, Foo, Bar, Baz - Look right
Conversation, Quux, Foo - Cross arms
***** Conversation, Quux, Bar - Arms crossed
From Thumper...
---------------
The zeros here seem not to be a problem in those I've tested - so long as there is no other number. Many of these motions alternate between at least two versions, which may render some unusable in conversations due to unpredictability...
***** Crumple 0, Die 0
Crumple 0, Die 0, Direction 1
Crumple 0, Die 0, Direction 2
Crumple 0, Die 0, Direction 3
***** Crumple 0, Die 0, Direction 4 - General staggering then death
***** Crumple 0, Die 0, IsConfined 0 - Knees to facedown death, no flailing
Crumple 0, Knockout 0
***** Discover 0, Challenge 0 - Leans forward, jabs left hand forward
***** Discover 0, PointOut 0 - Slow accusitory straight-ahead pointing with left hand.
Discover 0, PointOut 0, Direction 0
Discover 0, PointOut 0, Direction 5
***** Discover 0, PointOut 0, Direction 6 - Points at ground about four feet ahead
Discover 0, Recoil 0
Discover 0, Recoil 0, Direction 4
Discover 0, Recoil 0, IsConfined 0
***** Discover 0, Salute 0 - Kinda random... sometimes real salute ...vague handwave ...just nodding head
***** Discover 0, Thwarted 0 - Shaking left arm OR usually shaking both arms in frustation
IdleGesture
Locomote 0
Locomote 0, Direction 1
Locomote 0, Direction 2
Locomote 0, Direction 4
***** Locomote 0, LocoUrgent 0 - Takes a few quick steps straight ahead
***** Locomote 0, Search 0 - Starts walking like in search mode, sword raised
MeleeCombat 0, Attack 0, Direction 0
MeleeCombat 0, Attack 0, Direction 5
MeleeCombat 0, Attack 0, Direction 6
***** MeleeCombat 0, Attack 0, SpecialAttack 0 - Big hacking slash with sword aiming at waist-high
MeleeCombat 0, Block 0
MeleeCombat 0, Block 0, Direction 1
MeleeCombat 0, Block 0, Direction 2
MeleeCombat 0, Block 0, Direction 5
MeleeCombat 0, Block 0, Direction 6
MeleeCombat 0, Locomote 0, Direction 1
MeleeCombat 0, Locomote 0, Direction 2
MeleeCombat 0, Locomote 0, Direction 3
MeleeCombat 0, Locomote 0, Direction 4
MeleeCombat 0, Locomote 0, LocoUrgent 0, Direction 1
***** MeleeCombat 0, Locomote 0, LocoUrgent 0, Direction 2 - Dances a step to the left, sword raised
MeleeCombat 0, Stand 0
RangedCombat 0
***** ReadyItem 0 - Reaches to right hip with left hand
ReadyItem 0, ItemBow 0 - Sword guard just reaches for right hip with left hand.
***** ReadyItem 0, ItemSword 0 - Raises sword, looks to left, not very manacing
ReceiveWound 0
ReceiveWound 0, Direction 1
ReceiveWound 0, Direction 2
ReceiveWound 0, Direction 7
ReceiveWound 0, Direction 8
ReceiveWound 0, SevereWound 0
ReceiveWound 0, SevereWound 0, Direction 1
ReceiveWound 0, SevereWound 0, Direction 2
ReceiveWound 0, SevereWound 0, Direction 7
ReceiveWound 0, SevereWound 0, Direction 8
***** Search 0, Peek 0, Direction 1 - Lean forward, loot to left, brandishing sword
Search 0, Peek 0, Direction 2
Search 0, Peek 0, Direction 3
***** Search 0, Scan 0
Stalled 0, Blinded 0
Stalled 0, Flail 0
Stalled 0, Flail 0, InAir 0
Stalled 0, Flail 0, InWater 0
***** Stalled 0, Flail 0, Long 0 - serious, but not very long flailing.
***** Stalled 0, Poisoned 0 - Serious heaving and puking, very extended, sometimes not so extended, sometime both.
Stalled 0, Rebalance 0
Stalled 0, Stunned 0
Stalled 0, Stunned 0, Long 0
Stand 0
Stand 0, Halt 0
Stand 0, Halt 0, NearHazard 0
Stand 0, Search 0
Stand 0, Wheel 0
WorldFrob 0, AtChest 0
WorldFrob 0, AtWaist 0
WorldFrob 0, AtWaist 0, BellPull 0
***** WorldFrob 0, AtWaist 0, Door 0 - Leans like pushing door open, gets right to it.
***** WorldFrob 0, AtWaist 0, Lever 0 - pulls on lever, but takes sweet time about it
WorldFrob 0, OnFloor 0
ActorTags - Define motions in some way (these IMO are complete motion sets -- just like speech sets can be done with 'voice' tags) Not sure how to make thes work:
Zombie
Hammer
WithSword
Unarmed
WithBow
Drunk
Constantine
Victoria
Apparition
Assassin
Ramirez
Haunt
DanceOne -- this is the Thief Gold blooper mission 'zombie dance' motion.
Not sure at all what these are or how they work...
+Action
+Activity
+Apebeast
+Apparition
+Assassin
+AtChest
+Attack
+AtWaist
+Bar
+Baz
+BellPull
+BlackJack
+Blinded
+Block
+BugDemon
+Challenge
+Constantine
+Conversation
+CrayMan
+Crumple
+Cutty
+Die
+Directed
+Direction
+Discover
+Door
+Drunk
+Facing
+Flail
+Foo
+Frog
+GLP180Turn
+GroundAction
+GroundLocoPair
+GroundLocoSngle
+Halt
+Hammer
+Haunt
+HurtLevel
+IdleGesture
+InAir
+InWater
+IsConfined
+ItemBow
+ItemSword
+KnockOut
+Lever
+Lie2Sit
+Lie2Stand
+Locomote
+LocoSpeed
+LocoUrgent
+Long
+MeleeAction
+MeleeCombat
+NearHazard
+OnFloor
+OnStairs
+Peek
+Pivot
+PlayerBow
+PlayerSword
+PlaySpecMotion
+PlyrBodyCarry
+PlyrBow
+PlyrCorpseCarry
+PlyrSword
+PlyrSwordSwing
+PointOut
+Poisoned
+PoseFrame
+PoseKind
+Quux
+Ramirez
+RangedCombat
+ReadyItem
+Rebalance
+ReceiveWound
+Recoil
+Resurrect
+Salute
+Scan
+Search
+Simple
+Sit2Lie
+Sit2Stand
+SpecialAttack
+Stalled
+Stand
+Stand2Sit
+StandWith90s
+StandWithTurns
+Stunned
+SwingLength
+SwingType
+SwordDirBlock
+SwordGenBlock
+SwordSwing
+Test
+Thwarted
+Unarmed
+Victoria
+Wheel
+WithBow
+WithSword
+WithTray
+WithTurns
+WorldFrob
+Zombie
eww... What are you using to view it?Originally posted by YcatX
The XML page cannot be displayed
Well, I just validated it and there was one minor quirk I had to adjust. But I don't know if that was your problem; that looked like it couldn't parse the DTD. Anyway, try it again. If it still doesn't work, save to disk and view it in notepad or something.
William: Yes, specifying an explicit actor tag will override any default actor.
HD: Feel free to actually try to figure out where those extra tags are applicable and what they do.
-- tom
The Dromesday Book
Hit Deity -- your list looks very familiar. This is exactly what I sent you a while back which was originally mostly stolen from threads by Totality and Thumper who did a lot of the original mining.
Now if I can just figure out how they all work!
<small> I did get a lot to work in my last FM, but I could not use some for unknown reasons.
Last edited by frobber; 24th Aug 2002 at 13:30.
I think you are missing some.. If add LocoUrgent to your AI's motion tags the Guard will always be sprinting around...Originally posted by Hit Deity
-- The property: Add>Motion>ActorTagList>[motion text] Motion loops continuously.... DanceOne is the classic motion of the zombies dancing in the Thief Gold blooper mission (I haven't gotten this to work yet).
I thought is was in T2 (Zombies behind that wall), but inorder for it to work, the zombies have to be on patrol, but then they don't move...
ActorTags - Define motions in some way (these IMO are complete motion sets -- just like speech sets can be done with 'voice' tags) Not sure how to make thes work:
Zombie
Hammer
WithSword
Unarmed
WithBow
Drunk
Constantine
Victoria
Apparition
Assassin
Ramirez
Haunt
DanceOne -- this is the Thief Gold blooper mission 'zombie dance' motion.
Motiontags (that I know of):
Haunts: WithSword 0, Haunt 0
Zombies: Zombie 0
Melee Apebeast: ApeBeast 0, WithSword 0
Blow Apebeast: ApeBeast 0, WithBow 0, WithBlowgun 0
Bugbeast: BugDemon 0
FrogBeast: Frog 0, WithSword 0
Treebeast: Treebeast
Craybeast: Crayman 0, WithSword 0
Mech Cherub: Cherub,Unarmed
CombatBot: droid, security
WorkerBot: droid, maintenance
SpiderBot: MechSpid
Mech Guards: WithSword 0, Hammer 0
Mech Novice: Hammer 0
X-bow: WithBow, WithCrossBow
LocoUrgent: Makes AI run
DancerOne: If on patrol causes AI to dance...
Lotus: Shiver
Wow, you have amazing powers of observation, YcatX! How'd you guess??Your guard will look around for a couple of seconds. Below is a list of all motion tags names along with some notes... (Many thanks to Thumper and Totality for extracting these tags from the Thief databases):
and as you can see, telliamed, I didn't work any of them out, it was actually Totality and Thumper, so I have no idea where to start.
Its funny how the creature class normally determines the mesh movement definitons.
Burricks don't use any motion tags... (Except for the SwayingBurricks (Drunk)
There is one motion that was not said: Drink (makes the AI play a drinking motion)
Sorry for the thread resurrection, but I spended half an hour trying to find the drinking motion tag (had to open up Errand boy to find it).
Wow thats great..... got a list for Thief Gold?![]()
bump
ALL of the motion tags are available at my web site. We've reversed engineered the motion database, so you can see all of the tags, and what motions they refer to.
Motion Database Editor coming soon, I hope...
Shadowspawn's Thief Pages
Darkness is always faster than light. No matter how fast light travels, it always finds the dark waiting for it.
I've had my head up my butt because of finals... And I've just been using the conv list for my acting.
I have a question... There are sound tags associated with motions?
For example, if the AI has:
ClassTag: CreatureType Guard
ActorTagList: WithBow 0
(The bow-draw sounds are heard)
if the AI has:
ClassTag: CreatureType Servant
ActorTagList: WithBow 0
(AI makes bow actions, but no bow-draw sounds)
(I used this for my spear throwers...)
if the AI has:
ClassTag: CreatureType Guard
AI Core:AI: Human spellcaster
(The AI uses spell motions with no bow-draw sound)
There for some combination of Creature ClassTags, and ActorTagList to make weapon-power up to work...
WHERE IS THIS INFO LOCATED? IS THERE A FLAG IN THE WITHBOW, and the CombatBots attack motion that calls on the weapon-power for the classtag?
I'm guessing it will be a Bool since there is only one sound definition in the schemas and its linked to the creature class...
The reason for this madness, it the fact I would freak-out if I can get my Lava Burricks to have a weapon-load sound (of them caughing up a lava-wad) then shooting via the Spit sounds...