The mesh is what the textures are pasted onto, so if you can see it, you can hit it.
]]>Also, this version requires you to script in "chr_freeze character 1" so the barrel doesn't start walking and moving around
]]>The problem is caused with my hackish method of removing all the animations, I'm sure. I removed everything, when what I really need to do is change all of the references to be pointing to my dummy animations. I'll have it fixed by tomorrow night.
]]>class "barrel".
I can't gauruntee it is bugless. I would recommend either spawning it in the ASIA, or having the script command chr_freeze("characternameetc") called at spawn, to combat any possible crashes.
Oh well, I guess they figured there'd never be more than 32 characters running at once, even if they had finished multiplayer (since Marathon has a max of 8 players and other games of Oni's time didn't necessarily support more than 16 players). To this day, I believe 32 is the max in the most serious shooters, but I could be wrong.
]]>Oni cannot spawn more than 32 characters with AI2 logic. Well, it can, but after 32nd character, chance of crash is above 50% and bugs appear in AI2 logic of random characters (not just those "last spawned").
Now, if we want to use these "barrels," it means reducing space for active AI2 characters. Think about OTAs. Nothing more, nothing less said. Think about it.
Loser
P.S.: If you want some help, tell me. I will try to do so ^_^.
]]>Slippery head particle - Me, but not high priority, someone else can do it.
TRAMs - Done!
Idle animation - Done!
Knockback animation - Not needed, if the barrel falls too far, it explodes.
Fallen animation - Too heavy to knock over
ONCC - gumby
25 health - done
hurt sounds removed - done
Dies when falls 1-2 stories. - done
ASIA\CHAR - Dunno if this needcs to be anything special, other than not moving around. - fixed, currently the barrel has no animations other than idle. Even if you shapeshift to him, he isn't going to do much.
MELE? - probably not going to happen. Instead, character will have "canttouchthis". removes possiblilty of knocked over barrel though. If anyone can get the MELE to work well, tell me.
Material stuff - done - What I had initially regarded as a glitch, actually looks nicer than what I had had in mind
ONCV - not done, I screwed it up the first time.
Just a few more little things, and then I'll release the files.
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