Properties for in the mutator and questions:
1] Which files do we need to adjust?
2] ADD a character to the existing ones. So copy an existing and adjust its properties.
3] Give it sertain animations of the FP. Not all!
4] Adjust damage it creates
5] Patriach punch-out, when its slamming we need to bounce players back or out of the group like the Patriach chest-sausage.(only not as damaging)
6] When does it enter the game? (wave 3 or 4)
7] Adjust bone references in the script
8] How to create a mutator?
Hey Hemi
Before we start with answers, I would suggest re-ordering the questions in order of priority as it will save a major headache later!
So I will try and answer them how I see they need to be before you can progress.
3] Give it sertain animations of the FP. Not all!
Have you used the bone structure from the FP? this will make it much easier if the majority of the animations you are using are from the FP, this will give you a good starting base.
You can then create and add new animations to your package based on this rig.
Plus when creating the monster file, most of the file can stay as is with a few new amendments.
Also, being as you can import the FP animation into max using the ActorX importer, you will also see whether the weighting needs adjusting of fixing.
Belive me, this will be a lot easier than starting from scratch and having to manually recreate the FP anims.
1] Which files do we need to adjust?
Being as you are using the FP as a base, copy the main ZombieFleshPoundBase file and change the classname to ZombieBruteBase (keep the extension to the KFMonster).
This is the file which lists the animations and which model/package is used.
You can then tell it what animations you want to use for each action, if you them named differently than that of the original FP.
2] ADD a character to the existing ones. So copy an existing and adjust its properties.
This really goes hand in hand with the previous question.
Create a new package and use the ZombieBruteBase as your starting file!
7] Adjust bone references in the script
Again, this just follows on from the previous actions! this is assuming that you have used the irginal FP bone set?
Either way, it should not matter about the bone names, as the file calls an action i.e. Walk, which will then be produced via the animation file.
4] Adjust damage it creates
You should be able to put these values into the ZombieBruteBase file, however if you are going to create new actions, like the patriarch bump, then read on and follow the next question.
5] Patriach punch-out, when its slamming we need to bounce players back or out of the group like the Patriach chest-sausage.(only not as damaging)
Create a new class, call it ZombieBrute and extend it from ZombieBruteBase.
This file gives you the opportunity to add any new actions or functions that you want.
You can find the Patty Bump action in the ZombieBoss file, which is in KFChar classes.
I will try my best to help you put these functions in but this really is going to be a later stage. It is worth having a working model before you start creating scripts for it, as you will never know if it works if the animations are not in place to begin with.
8] How to create a mutator?
When you are happy that your animations are working and correctly weighted, then a simple replace clot mutator will be sufficient to see how the character works in game.
Again, this can wait until you are at the stage that you A/ a working model, B/ classes with walk animations etc
Once you are happy with how the character works, then we can move on the next and final step of adding the monster to the existing table.
6] When does it enter the game? (wave 3 or 4)
With the amount of work you have prior to this step, this should give me time to have a look through and decide on the best course of action.
I am thinking of a mutator that replaces zombie volumes but not sure whether this will then spawn your character at the correct wave.
this will take some work, so hopefully we can get this working around the same time you have aworking model and are happy with it in game, texture, animation and function wise.
Hope this helps?