//-----------------------------------------------------------------------------// Torque Game Engine // Copyright (C) GarageGames.com, Inc.//-----------------------------------------------------------------------------// Load dts shapes and merge animationsdatablock TSShapeConstructor(KeroroDts){ baseShape = "./keroro.dts"; sequence0 = "./gero_root.dsq root"; sequence1 = "./gero_run.dsq run"; sequence2 = "./gero_run.dsq walk"; sequence3 = "./gero_run.dsq back"; sequence4 = "./gero_run.dsq side"; sequence5 = "./gero_crouch.dsq crouch"; sequence6 = "./gero_root.dsq crouchRun"; sequence7 = "./gero_root.dsq crouchBack"; sequence8 = "./gero_root.dsq crouchSide"; sequence9 = "./gero_look.dsq look"; sequence10 = "./gero_headside.dsq headside"; sequence11 = "./gero_root.dsq headUp"; sequence12 = "./gero_jump.dsq jump"; sequence13 = "./gero_jump.dsq standjump"; sequence14 = "./gero_root.dsq fall"; sequence15 = "./gero_root.dsq land"; sequence16 = "./gero_activate.dsq armAttack"; sequence17 = "./gero_arml.dsq armReadyLeft"; sequence18 = "./gero_armr.dsq armReadyRight"; sequence19 = "./gero_armboth.dsq armReadyBoth"; sequence20 = "./gero_spear.dsq spearready"; sequence21 = "./gero_throw.dsq spearThrow"; sequence22 = "./gero_root.dsq talk"; sequence23 = "./gero_death.dsq death1"; sequence24 = "./gero_activate.dsq shiftUp"; sequence25 = "./gero_activate.dsq shiftDown"; sequence26 = "./gero_activate.dsq shiftAway"; sequence27 = "./gero_activate.dsq shiftTo"; sequence28 = "./gero_activate.dsq shiftLeft"; sequence29 = "./gero_activate.dsq shiftRight"; sequence30 = "./gero_activate.dsq rotCW"; sequence31 = "./gero_activate.dsq rotCCW"; sequence32 = "./gero_activate.dsq undo"; sequence33 = "./gero_activate.dsq plant"; sequence34 = "./gero_sit.dsq sit"; sequence35 = "./gero_activate.dsq wrench"; sequence36 = "./gero_activate.dsq activate"; sequence37 = "./gero_armsflail.dsq activate2"; sequence38 = "./gero_root.dsq leftrecoil";}; datablock AudioProfile(KeroroDeathSound){ fileName = "./shinryakunanoni.wav"; description = AudioClose3d; preload = true;};datablock AudioProfile(KeroroJumpSound){ fileName = "./gero.wav"; description = AudioClose3d; preload = true;};datablock AudioProfile(KeroroPainSound){ fileName = "./gero2.wav"; description = AudioClose3d; preload = true;}; datablock PlayerData(KeroroArmor : PlayerStandardArmor){ shapeFile = "./Keroro.dts"; uiName = "Keroro"; canJet = 1; maxDamage = "400"; runForce = "5930"; maxForwardSpeed = "11"; maxBackwardSpeed = "6"; maxSideSpeed = "8"; jumpForce = "1070"; airControl = "0.7";useCustomPainEffects = true; PainSound = KeroroPainSound; DeathSound = KeroroDeathSound; JumpSound = KeroroJumpSound; mass = 100; drag = 0.02;//0.02 density = 0.80;//0.6 runSurfaceAngle = 70; jumpSurfaceAngle = 70; runForce = 90 * 90; maxForwardSpeed = 10; maxBackwardSpeed = 5; maxSideSpeed = 7; attackpower = 9; maxdamage = 100;//Bot Health //Hole Attributes isHoleBot = 1; //Spawning option hSpawnTooClose = 0;//Doesn't spawn when player is too close and can see it hSpawnTCRange = 8;//above range, set in brick units hSpawnClose = 0;//Only spawn when close to a player, can be used with above function as long as hSCRange is higher than hSpawnTCRange hSpawnCRange = 32;//above range, set in brick units hType = Friendly; //Enemy,Friendly, Neutral hNeutralAttackChance = 0; //0 to 100, Chance that this type will attack neutral bots, ie horses/vehicles/civilians //can have unique types, national socialists will attack zombies but national socialists will not attack other bots labeled national socialist hName = "Keroro";//cannot contain spaces hTickRate = 3000; //Wander Options hWander = 1;//Enables random walking hSmoothWander = 1;//This is in addition to regular wander, makes them walk a bit longer, and a bit smoother hReturnToSpawn = 1;//Returns to spawn when too far hSpawnDist = 80;//Defines the distance bot can travel away from spawnbrick hGridWander = 0;//Locks the bot to a grid, overwrites other settings //Searching options hSearch = 1;//Search for Players hSearchRadius = 150;//in brick units hSight = 1;//Require bot to see player before pursuing hStrafe = 1;//Randomly strafe while following player hSearchFOV = 0;//if enabled disables normal hSearch hFOVRange = 0.7; // determines the angle we can see the player at, 0.7 is about normal fov for players, if 0 we can see all in front, if 1 we could only see someone perfectly ahead, can be negative // hFOVRadius = 6; // no longer used, we now use searchRadius hHearing = 2;//If it hears a player it'll look in the direction of the sound hAlertOtherBots = 3;//Alerts other bots when he sees a player, or gets attacked //Attack Options hMelee = 0;//Melee hAttackDamage = 15;//Melee Damage hShoot = 1; hWep = ""; hShootTimes = 5;//Number of times the bot will shoot between each tick hMaxShootRange = 300;//The range in which the bot will shoot the player hAvoidCloseRange = 2;// hTooCloseRange = 7;//in brick units //Misc options hActivateDirection = 0; // 0 1 2, determines the direction you have to face the bot to activate him, both, front back hMoveSlowdown = 0; // bool, determines wether the bot will slow down when following enemies hAvoidObstacles = 1; hSuperStacker = 0;//When enabled makes the bots stack a bit better, in other words, jumping on each others heads to get to a player hSpazJump = 0;//Makes bot jump when the user their following is higher than them hAFKOmeter = 1;//Determines how often the bot will wander or do other idle actions, higher it is the less often he does things hIdle = 1;// Enables use of idle actions, actions which are done when the bot is not doing anything else hIdleAnimation = 1;//Plays random animations/emotes, sit, click, love/hate/etc hIdleLookAtOthers = 1;//Randomly looks at other players/bots when not doing anything else hSpasticLook = 1;//Makes them look around their environment a bit more. hEmote = 1;};datablock fxDTSBrickData (BrickKeroroBot_HoleSpawnData){ brickFile = "Add-ons/Bot_Hole/4xSpawn.blb"; category = "Special"; subCategory = "Holes"; uiName = "Keroro Hole"; iconName = "Add-Ons/Bot_Keroro/icon_keroro"; bricktype = 2; cancover = 0; orientationfix = 1; indestructable = 1; isBotHole = 1; holeBot = "Keroro";};
The polygon issue is there because you named your nodes a bunch of stupid ass stuff. Use unhidenode