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Jump up/down traverses are acting funny...

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Created 12 years ago
by Ratchet
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I have a few places on my map where jump up and jump down traverses are needed. One of the jump up traverses causes zombies to swing their arm out to the side and then freeze there in like 2 seconds. Another jump up traverse I want to use is one where they jump up and pull their self up. I've used the stamp tool to separate out the traverses and move them how I need them but zombies act like I haven't even moved them. They continue to jump up about half way. On jump down traverses, zombies look like they are holding a weapon while jumping. It looks absolutely ridiculous. Basically, what I'm asking is: what jump up/down traverses work best and how do I set the jump height?
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So I'm assuming you are using the non zombie traverses? What I did was I stamped the non zombie traverses and took the node negotiation begin and switched the animscript KVP to the zombie animscript, to do that spawn a zombie traverse version of the traverse you are trying to use for example the jumpdown96 traverse, spawn that and stamp It, then spawn the zombie_jump_down_96 traverse and stamp that one, on the zombie traverse select the negotiation begin node and highlight the animscript KVP then hit ESC then select the normal traverse negotiation begin node and replace the animscript on there with the zombie animscript then save now It should do the zombie animation for jumping down
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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A traverse simply tells the AI to perform a certain animation to traverse an object, so The thing that you really need to change is the traverses animation.

Also, animations not originally created for zombies will sometimes have that weird look like their holding a weapon because thats how the animation that the traverse uses. If a certain animation won't play, its most likely because the proper xanim file isn't included.
Last Edit: January 10, 2014, 03:21:03 am by daedra descent
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So I'm assuming you are using the non zombie traverses? What I did was I stamped the non zombie traverses and took the node negotiation begin and switched the animscript KVP to the zombie animscript, to do that spawn a zombie traverse version of the traverse you are trying to use for example the jumpdown96 traverse, spawn that and stamp It, then spawn the zombie_jump_down_96 traverse and stamp that one, on the zombie traverse select the negotiation begin node and highlight the animscript KVP then hit ESC then select the normal traverse negotiation begin node and replace the animscript on there with the zombie animscript then save now It should do the zombie animation for jumping down

Yeah, I tried this and when zombies jump down they fall through the floor and walk up invisible stairs towards me. I've tried raising the script struct, traverse brush, and node negotiation begin but it has the same effect. It looks like I'm just going have to script animations myself or make it easy and let zombies just walk up and down over the obstacle.

 
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