mam problem z asc, a dokładnie z asc tekstury.zrobiłem wszystko co napisał kubaxd i wyskakuje mi błąd że nie ma asc.
oto skrypt
//****************************
// Rock-Bird Prototype
//****************************
PROTOTYPE Mst_Default_Rock_Bird(C_Npc)
{
//----- Monster ----
name = "Skalny Ptak";
guild = GIL_SCAVENGER;
aivar[AIV_MM_REAL_ID] = ID_SCAVENGER_DEMON;
level = 12;
//----- Attribute ----
attribute [ATR_STRENGTH] = 120;
attribute [ATR_DEXTERITY] = 120;
attribute [ATR_HITPOINTS_MAX] = 1500;
attribute [ATR_HITPOINTS] = 1500;
attribute [ATR_MANA_MAX] = 0;
attribute [ATR_MANA] = 0;
//----- Protections -----
protection [PROT_BLUNT] = 600;
protection [PROT_EDGE] = 600;
protection [PROT_POINT] = 600;
protection [PROT_FIRE] = 0;
protection [PROT_FLY] = 600;
protection [PROT_MAGIC] = 600;
//----- Damage Types ----
damagetype = DAM_EDGE;
//damage [DAM_INDEX_BLUNT] = 100;
//damage [DAM_INDEX_EDGE] = 0; //STR wird genommen, wenn Summe aller dam = 0
//damage [DAM_INDEX_POINT] = 0;
//damage [DAM_INDEX_FIRE] = 0;
//damage [DAM_INDEX_FLY] = 0;
//damage [DAM_INDEX_MAGIC] = 0;
//----- Kampf-Taktik ----
fight_tactic = FAI_SCAVENGER;
//----- Senses & Ranges ----
senses = SENSE_HEAR | SENSE_SEE | SENSE_SMELL;
senses_range = PERC_DIST_MONSTER_ACTIVE_MAX;
aivar[AIV_MM_ThreatenBeforeAttack] = TRUE;
aivar[AIV_MM_FollowTime] = FOLLOWTIME_MEDIUM;
aivar[AIV_MM_FollowInWater] = TRUE;
//----- Daily Routine ----
start_aistate = ZS_MM_AllScheduler;
aivar[AIV_MM_SleepStart] = 22;
aivar[AIV_MM_SleepEnd] = 6;
aivar[AIV_MM_EatGroundStart]= 6;
aivar[AIV_MM_EatGroundEnd] = 22;
};
//************
// Visuals
//************
func void B_SetVisuals_Rock_Bird()
{
Mdl_SetVisual (self, "ScavengerGL.mds");
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR
Mdl_SetVisualBody (self, "Scavenger_Fire_Body", DEFAULT, DEFAULT, "", DEFAULT, DEFAULT, -1);
};
//***************
// Scavenger
//***************
INSTANCE Rock_Bird (Mst_Default_Rock_Bird)
{
B_SetVisuals_Rock_Bird();
Npc_SetToFistMode(self);
CreateInvItems (self, ItFoMuttonRaw, 10000);
};
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