EntitiesAnimals
click for full size image in pop-up window Animals_Bat
 
Description
 
Bat. This sentient has "bat" AI set by default (global/bat.scr) in which its AI states are defined and the sentient type is set as "animal". It will attack the player on sight.
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (bat.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
alpha: translucency of model in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.

This entity can be placed by itself in a map or it can be spawned from a Bacrodai monster by giving it a targetname and using the script command:

$bachrodai_name spawnbat


click for full size image in pop-up window Animals_BatLow
 
Description
 
Bat, low polygon version. This sentient has "bat_nice" AI set by default (global/bat_nice.scr) in which its AI states are defined and the sentient type is set as "animal". It will ignore the player. It is also not solid and not damageable by default.
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (batlow.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
alpha: translucency of model in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.

Here is a simple script that can be used to make these bats solid and damageable so they can die when shot:

$bat1 thread bats_destructible
$bat2 thread bats_destructible
    |
  etc...
    |

end

bats_destructible:

local.self solid
local.self takedamage
end


click for full size image in pop-up window Animals_Fish
 
Description
 
Fish. This sentient has "fish" AI set by default (global/fish.scr) in which no AI states are defined and the sentient type is set as "animal". It will ignore the player. Choice of 3 skins through the use of the 'skin' key.
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (fish.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
alpha: translucency of model in game. Values are from 0-1 (default: 1).
skin: name of skin used for model. Choices are 'normal1' (shown above) and the following:
click for full size image in pop-up window click for full size image in pop-up window
normal2 normal3

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.


click for full size image in pop-up window Animals_Pigeon
 
Description
 
Pigeon. This sentient has "enemy" AI set by default (global/enemy.scr) in which its AI states are defined and the sentient type is set as "enemy". However, since the default AI is totally inadequate for this kind of sentient (this has to be a screwup), it will act as a completely static model in the game unless custom AI is defined for it in a script. See notes below.
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (pigeon.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
alpha: translucency of model in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.

Here is a simple script that can be used to give pigeons the necessary AI to make them fly around and gib when killed:

$pigeon1 thread pigeons_come_to_life
$pigeon2 thread pigeons_come_to_life
    |
  etc...
    |

end

pigeons_come_to_life:

local.self animal
local.self fly
local.self noland
local.self health 15
local.self ignoreall
local.self forwardspeed 120
local.self behavior Fly pigeon_fly
local.self respondto killed
local.self definestate killed die_gibs

pause

die_gibs:

local.self gib 2 30 0.5 organic
local.self remove
end


click for full size image in pop-up window Animals_Rat
 
Description
 
Rat. This sentient has "rat" AI set by default (global/rat.scr) in which its AI states are defined and the sentient type is set as "animal". It will attack the player on sight.
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (rat.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
alpha: translucency of model in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.


click for full size image in pop-up window Animals_TropicalFish_Blue
 
Description
 
Fish with Blue Tropical skin. This sentient has "fish" AI set by default (global/fish.scr) in which no AI states are defined and the sentient type is set as "animal". It will ignore the player.
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (fish_blue.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
alpha: translucency of model in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.


click for full size image in pop-up window Animals_TropicalFish_Dope1
 
Description
 
Fish with Dopefish #1 skin. This sentient has "fish" AI set by default (global/fish.scr) in which no AI states are defined and the sentient type is set as "animal". It will ignore the player.
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (fish_dope1.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
alpha: translucency of model in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.


click for full size image in pop-up window Animals_TropicalFish_Dope2
 
Description
 
Fish with Dopefish #2 skin. This sentient has "fish" AI set by default (global/fish.scr) in which no AI states are defined and the sentient type is set as "animal". It will ignore the player.
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (fish_dope2.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
alpha: translucency of model in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.


click for full size image in pop-up window Animals_TropicalFish_Green
 
Description
 
Fish with Green Tropical skin. This sentient has "fish" AI set by default (global/fish.scr) in which no AI states are defined and the sentient type is set as "animal". It will ignore the player.
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (fish_green.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
alpha: translucency of model in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.


click for full size image in pop-up window Animals_TropicalFish_Yellow
 
Description
 
Fish with Yellow Tropical skin. This sentient has "fish" AI set by default (global/fish.scr) in which no AI states are defined and the sentient type is set as "animal". It will ignore the player.
 
Keys
 
angle:
initial orientation of model in game (default: 0).
model:
name of entity's model definition file (fish_yellow.def). Do not change.
anim:
default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
scale:
controls size of model in the game (ex: 1.0).
targetname:
name referred to when controlled by a script.
alpha: translucency of model in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes

The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. In the case where the sentient or actor has default AI states set, it might be necessary to use simple AI commands (ignore, ignoreall, respondto, definestate, etc.) to "desensitize" it to some or all game events (sounds, enemy sighting, etc.) before it can respond to animation commands without interference from its own AI.

However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.