a wiec tak zrobilem sobie wlasnego potworka czyli w odzielnym pliku ale teraz chce nowa teksture zrobic dla niego i pomalowalem se go na czarno zrobilem plik wolfC1.tex ale podczas przywolania wilka blad i sie wylacza gothic jak mam dodac teksture co robic ;p
/*************************************************************************
** Wolf 2 **
*************************************************************************/
PROTOTYPE Mst_Default_Wolf2(C_Npc)
{
name = "Czarny wilk";
guild = GIL_WOLF;
aivar[AIV_MM_REAL_ID] = ID_WOLF;
level = 13;
//-----------------------------------------------------------
attribute [ATR_STRENGTH] = 55;
attribute [ATR_DEXTERITY] = 45;
attribute [ATR_HITPOINTS_MAX] = 100;
attribute [ATR_HITPOINTS] = 100;
attribute [ATR_MANA_MAX] = 0;
attribute [ATR_MANA] = 0;
//-----------------------------------------------------------
protection [PROT_BLUNT] = 20;
protection [PROT_EDGE] = 20;
protection [PROT_POINT] = 10;
protection [PROT_FIRE] = 10;
protection [PROT_FLY] = 5;
protection [PROT_MAGIC] = 5;
//-----------------------------------------------------------
damagetype = DAM_EDGE;
// damage [DAM_INDEX_BLUNT] = 0;
// damage [DAM_INDEX_EDGE] = 0;
// damage [DAM_INDEX_POINT] = 0;
// damage [DAM_INDEX_FIRE] = 5;
// damage [DAM_INDEX_FLY] = 0;
// damage [DAM_INDEX_MAGIC] = 0;
//-----------------------------------------------------------
fight_tactic = FAI_WOLF;
//-----------------------------------------------------------
senses = SENSE_HEAR | SENSE_SEE | SENSE_SMELL;
senses_range = 3000; // 30m
aivar[AIV_MM_Behaviour] = PACKHUNTER;
aivar[AIV_MM_PercRange] = 1500;
aivar[AIV_MM_DrohRange] = 1200;
aivar[AIV_MM_AttackRange] = 500;
aivar[AIV_MM_DrohTime] = 3;
aivar[AIV_MM_FollowTime] = 10;
aivar[AIV_MM_FollowInWater] = TRUE;
//-----------------------------------------------------------
start_aistate = ZS_MM_AllScheduler;
aivar[AIV_MM_RoamStart] = OnlyRoutine;
};
//-----------------------------------------------------------
func void Set_Wolf2_Visuals()
{
Mdl_SetVisual (self,"Wolf.mds");
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR
Mdl_SetVisualBody (self, "WolfC1.tex", DEFAULT, DEFAULT, "", DEFAULT, DEFAULT, -1);
};
/*************************************************************************
** Wolf 2 **
*************************************************************************/
INSTANCE Wolf2 (Mst_Default_Wolf2)
{
Set_wolf2_Visuals();
Mdl_SetModelScale(self, 0.8, 0.8, 0.8);
Npc_SetToFistMode(self);
};