XML talk:TRAC

From OniGalore
Revision as of 06:33, 23 May 2020 by Geyser (talk | contribs) ("simple custom TRAC", eh?)
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Discovered an interesting situation with custom TRACs (I had made a simple TRAC that only had idle, run and walk TRAMs), an enemy AI will not shoot at a character that has a simple custom TRAC, but will run up to the character and use melee attacks. But if I add TRACkonokocore_animations as a ParentCollection, then the enemy AI will shoot at the character.

Simple TRAC: https://youtu.be/QzZcmebn5L4

Modified TRAC: https://youtu.be/9elZeliNOYc

I will continue to investigate why this happens.

EdT 18:27, 21 May 2020 (PDST)

Bug or feature? ^_^ Can you try adding/removing overlay anims for bullet damage? --paradox-01 (talk) 18:01, 22 May 2020 (CEST)
I second Paradox's question; my mind went to the same place when I read about your TRAC discovery. --Iritscen (talk) 01:21, 23 May 2020 (CEST)
I have never dealt with overlay anims for bullet damage, I will have to look into that.

Mystery solved, it was not a TRAC issue, but rather a TRAM issue. All the TRAMs for the motorcycle had a height of 0. Once I changed the height to 1, the enemy will shoot at the motorcycle. As to why a TRAM height of 0 would disable an enemy AI from shooting, I can only speculate that the enemy AI uses the height of the TRAM to calculate the firing angle.

EdT 20:46, 22 May 2020 (PDST)

If I remember correctly, the AI aim at the pelvis bone, so if you put it at ground level, then probably the AI perceive it as occluded by the stretch of ground between the AI and you. If you're not on a flat ground but on a slope or ledge, then the pelvis bone may be more exposed and the AI will feel more "confident" about taking a shot. --geyser (talk) 08:33, 23 May 2020 (CEST)