>>>>>>>>>>>>><<<<<<<<<<<<<
>    Skeletons & Bones   <
>>>>>>>>>>>>><<<<<<<<<<<<<


>     Overview     <

This package includes 6 skeleton AIs and enough skeleton bone parts to start
your own bonehoard! These are higher poly replacement bones for all OEM bones
and bone objects -- except for the whole skeleton objects. That was not possible
given the T2's poly count limits for objects.


>     Contents     <

SkeletonsBones Readme.txt : This file

...\3DS 	: .3DS files for the objects and AIs, only helpful if you want to customize them.
...\OBJ         : Object .bin files with \TXT and \TXT16 textures
...\MESH	: AI .bin & .cal files with \TXT16 textures
...\SND		: AI .wav and .ogg files >>> READ NOTE IN STEP 12 BELOW <<<
...\SCHEMA	: SKELETON.SCH file


>   Installation   <

Unzip OBJ, MESH, SND, and SCHEMA sub-directories to your Thief directory.


> Suggested  Usage <


(*) The OEM object replacements are named to replace the originals. Nothing to do there.
The new bones should join the OEMs as children of Debris > Remains > Bones.

(*) Simplest Skeleton AI setup:
The Skeleton AIs seem to work well as children of HAUNT. The voice and footfalls will need work, though, unless you want your skeletons to sound like they are dragging chains ...

(*) Complex Skeleton AI setup (uses provided schema and sound files, and provides blowing up of the skeleton into parts when slain):

1. Create: Archetypes>Object>Physical>Weapon>Claws>SkeleClaw
	Weapon>BaseDamage: 3
	Act/React>Sources:
		Stimulus: SlashStim; Propigator: Contact; Intensity: 3; Shape>Contact Types: WeaponSwingLow
		Stimulus: SlashStim; Propigator: Contact; Intensity: 6; Shape>Contact Types: WeaponSwingMedium
		Stimulus: SlashStim; Propigator: Contact; Intensity: 9; Shape>Contact Types: WeaponSwingHigh
		Stimulus: SlashStim; Propigator: Contact; Intensity: 1; Shape>Contact Types: WeaponSwingBlock

2. Create: Archetypes>Object>Physical>Creature>Undead>Skeleton
	Schema>Class Tags: CreatureType Skeleton
	Speech>Voice: vskeleton1
	AI>AI Core>AI: Human with sword
	AI>Ability Settings>HtoHCombat Distances: 3.00, 5.00, 7.00
	AI>Attributes>Defensive: Null
	AI>Attributes>Dodginess: Null
	AI>Attributes>Hearing: Below Average
	AI>Attributes>Vision: Below Average
	AI>Utility>Path Water: TRUE
	Creature>Creature Type: Humanoid
	Creature>Time Warp: 0.90
	Editor>Design Note: NVMetaTrapOn="Slain"; NVMetaTrapOff="Null"; NVMetaTrapMeta="M-SkeleParts"
	Motions>ActorTagList: WithSword 0, Haunt 0
	Scripts:{NVMetaTrap;;;;FALSE}
	Shape>Model Name: SkeletonM
	Game>Damage Model>Hit Points: 32
	Game>Damage Model>Max Hit Points: 32
	Game>Damage Model>Slay Result: Normal
	Links>Weapon: SkeleClaw
	MatCeramic

3) Create: Archetypes>Object>Physical>Debris>Remains>bones>SkeletonParts
	Editor>Design Note: NVPhantomTrapOff="Create"; NVPhantomTrapOn="Null"; NVPhantomFadeOff=14000
	Tweq>DeleteState: {On; [None]; 0; 0}
	Tweq>Delete: {Destroy Obj; Sim; [None]; [None]; 15000}
	Engine Features>FrobInfo: {Ignore; Ignore; Ignore}
	Physics>Model>Type: {Sphere; 1; FALSE; FALSE}
	Scripts: {NVPhantomTrap;;;;FALSE}

4) Create for each skeleton part xxx (Skull, SpinePelvis, FemurR, FemurL, LegFootR, LegFootL, ArmHandR, ArmHandL, Jaw): Archetypes>Object>Physical>Debris>Remains>bones>SkeletonParts>Skeletonxxx
	Shape>Model Name: xxx (replace with the appropriate .bin name
	
5) Create: Archetypes>Object>SFX>FireFX>ExplodFX>FnordKaboom>SkeleKaboom
	Physics>Projectile>Explode Me: {1100; 10000.00}
	
6) Create: Archetypes>Object>SFX>FireFX>ExplodFX>DelayKaboom>DelaySkeleKaboom
	Tewq>EmitterState: {On; [None]; 0; 0}
	Tewq>Emit: {Destroy Obj; Sim; [None]; [None]; 75; 1; SkeleKaboom; 0.00, 0.00, 0.00; 0.00, 0.00, 0.00}
	
7) Create: Archetypes>Object>SFX>FireFX>ExplodFX>Skelexplosion
	Physics>Projectile>Explode Me: {2000; 10000.00}
	Renderer>Render Type: Not Rendered
	Tweq>EmitterState: {On; [None]; 0; 0}
	Tweq>DeleteState: {On; [None]; 0; 0}
	Tweq>Emit: {Stop Tweq; Sim; NoPhysics; [None]; 1; 1; SmokePuff; 0.00, 0.00, 0.00; 0.00, 0.00, 0.00}
	Tweq>Delete: {Destroy Obj; Sim; [None]; [None]; 2500}
	Shape>Model Name: waypt

8) Create: Archetypes>Object>SFX>FireFX>ExplodFX>SkelexplosionCB
	Renderer>Transparancy (alpha): 0.05
	SFX>Particles: {TRUE; Single-colored disk; Launched one-shot; Immobile; 60; 0.40; ; 0, 0, 0; 0, 0,0; 229; 0; 0; 100; 0.00; FALSE; 0, 0, 0; 0.00; 0; 1.00; 0.00; 0; 0.00; TRUE; FALSE; FALSE; FALSE; FALSE; FALSE; FALSE; FALSE}
	SFX>Particle Launch Info: {Bounding Box; -0.10, -0.10, -0.10; 0.1, 0.1, 0.1; 5.00; 5.00; FALSE; -0.5, -0.5, -0.5; 0.5, 0.5, 0.5; FALSE; 1.00; 1.00}
	Shape>Model Name:FX_particle
	Links>ParticleAttachement: Skelexplosion

9) Create: Archetypes>Object>SFX>FireFX>ExplodFX>SkelexplosionMB
	Renderer>Transparancy (alpha): 0.05
	SFX>Particles: {TRUE; Single-colored disk; Launched one-shot; Immobile; 80; 0.40; ; 0, 0, 0; 0, 0,0; 239; 0; 0; 100; 0.00; FALSE; 0, 0, 0; 0.00; 0; 1.00; 0.00; 0; 0.00; TRUE; FALSE; FALSE; FALSE; FALSE; FALSE; FALSE; FALSE}
	SFX>Particle Launch Info: {Sphere; -0.50, -0.50, -0.50; 0.5, 0.5, 0.5; 0.50; 1.00; FALSE; -4, -4, -4; 4, 4, 4; FALSE; 1.00; 1.00}
	Shape>Model Name:FX_particle
	Links>ParticleAttachement: Skelexplosion

10) Create: Archetypes>Object>SFX>FireFX>ExplodFX>SkelexplosionOB
	Renderer>Transparancy (alpha): 0.05
	SFX>Particles: {TRUE; Single-colored disk; Launched one-shot; Immobile; 300; 0.40; ; 0, 0, 0; 0, 0,0; 32; 0; 0; 100; 0.00; FALSE; 0, 0, 0; 0.00; 0; 0.50; 0.00; 0; 0.00; TRUE; FALSE; FALSE; FALSE; FALSE; FALSE; FALSE; FALSE}
	SFX>Particle Launch Info: {Sphere; -1.50, -1.50, -1.50; 1.5, 1.5, 1.5; 0.00; 1.00; FALSE; -1, -1, -1; 1, 1, 1; FALSE; 1.25; 1.25}
	Shape>Model Name:FX_particle
	Links>ParticleAttachement: Skelexplosion
	
11) Create: MetaProperties>MetaProperty>AI_Behaviours>AI_B_Gen>M-SkeleParts
	Links>CorpsePart: Skeletonxxx for all xxx created in step 4.
	Links>CorpsePart: Skelexplosion
	Links>CorpsePart: DelaySkeleKaboom
It is important (I think) that Skelexplision and DelaySkeleKaboom are the next-to-last and last CorpseParts in that order.

12) OK. Sound files. 
	* All the sound files of the form sk1_*.* are just renamed / converted copies of TDS puppet sounds pu1_*.ogg. So in order to use these sounds in your FM you need to own a copy of TDS and all the people who play your FM need to own a copy of TDS as well. Everyone is individually responsible for honoring the copyrights of the original game developers and rights holders. I debated providing these files, but in the end decided that most of the people who are going to develop FMs using them and the people who will play those FMs already own copies of TDS and the rest would willing do so to legally use the sounds. Please don't let me down.
	* All sound files in the .../WAV/FEET and .../WAV/SFX directories are courtesy of darthslair for your use as desired. They are not referenced in the provided example schema files.
	* All other sound files are edited variants of files found at the FreeSound Project (http://www.freesound.org/index.php) and provided under the Creative Commons Sampling Plus 1.0 license. The automated Freesound Attribution Form was not working when I wrote this readme. It is supposed to provide the attributions for the downloaded files. When this feature is repaired, I will update this readme with that information for the files included. 

13) Take a look at your SPEECH.SPC. Add a line at the end:
voice vskeleton1	//skeletons

14) Take a look at your ENVSOUND.SPC. Scroll until you see "Tags for Creature types". Add "Skeleton" to the list at the end.

15) Add the folloiwing to your FEET.SCH, say just before SPIDERS:	
//SKELETON FEET 
schema foot_skeleton
archetype FOOT_AI
volume -50  //was -2200
ft_sk1 ft_sk2 ft_sk4 ft_sk5
env_tag (Event Footstep) (CreatureType Skeleton)

//SKELETON FEET 
schema land_skeleton
archetype FOOT_AI
volume -50  //was -2200
ft_sk3 ft_sk6
env_tag (Event Footstep) (CreatureType Skeleton) (Landing True)

16) Run the DromEd command reload_schemas

17) Save your mission

18) Enjoy life.

	
>    Copyright    <

    ©2010 LarryG

This package is free software and related materials: you can redistribute it 
and / or modify it for non-commercial use without restriction EXCEPT AS NOTED. See Step 12.

This package is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE.  See the GNU General Public License for more details. 
	see <http://www.gnu.org/licenses/>.

You are permitted to use any of this material in your Thief Fan Mission. If 
you do, I would appreciate a brief mention, but you are not obliged to do so.

If you repackage and / or redistribute any of the contents of this package I would
also appreciate acknowlegement of the content that I created and attribution for all others who provided content. 

You may not commercially exploit this package or its contents in any way without 
my explicit permission.

LarryG
