Yes, set it to “Or”. If you have it set to “And” this means you have to hit the enemy by shooting and with the knive at the same time (which is impossible)
“Pdie” sets the player’s health to 0. But nothing happens unless you also send a massage “Phit”.
You must have the message brick “Phit”.
If you want that the player dies immediately when colliding with the enemy, then easily add the Message brick “Pdie”.
The movement of the AI looks very strange. It moves very far but doesn’t rotate.
I suppose there is something wrong with the parenting.
Usually it should be like this:
Cube is parent of armature.
armature is parent of object mesh.
Perhaps you did make the cube the parent of the object mesh?
Cube is the parent of the armature, and the armature is the parent of the object. The object was much bigger from an old character, I edited even more just for try so that doesn’t work. It is the design of it.
Fortunately, another AI does work okay for it.
I’m more concerned about the interaction of the environment, the AI is ready, since there is the existing AI, but to add or change the level, and add a working door somewhere else is my real concern. In order to expand the existing level or reform it.
The door triggering in the level is designed quite complex.
You could just use a “Near”-Sensor and a keyboard Sensor that together (“And”) would trigger the door action. (playmode: pingpong)
But of course the original doors action with the text and player animation is a fine thing.
Edit:
I tried duplicating the 1st door.
There are 5 objects to duplicate, some logic bricks to alter and 2 python scripts to edit for every new door. No thanks
Edit2:
Or if you managed to duplicate these objects, then it would be sufficient to turn off the message Actuator for the “cutscene” on the door trigger. Then the door opens and the player doesn’t position itself on a wrong place (this is what the “cutscene” means. It positions the player. But we could leave that away)
I took the Ai from the siltent hill corridor demo, nice atmosphere in that game. I couldn’t really make much of that, everything uses layers. So no weapon for the player in that file, was probably made using 2.74. I tried in 2.75 it works okay, the file is 336mb. Available on youtube.
It needs a weapon, and some tasks, I think. It is a very good attempt.
I did add the Knife AI from the demo into this file.
I tried to unpack the files of that file, only gave errors in 2.75.
Some of the files could be useful.
But the AI stiff just floats in the FPS. Not sure on that.
The program bricks having something to do with it.
The silent hill file, it just loads and animates after the player walks through a number of doors, been here again type of scenario. Has an animated skeleton of the head moving around.
Just use the player from the FPS, and edit it from there, I think any edit of that is complex, since it uses layers for different objects, lights, shadows.
The doors are okay, it is the Ai that is the problem, and working out a scenario using what there is. The two AI doesn’t work out too well, and there is the existing AI, so that is all there is for that area. Open a door into one area, and then into another, an AI loads or Near or radar, trying to navigate an area, to avoid the AI.
Even with the new AI, the bricks only terminate the player after one collision, so there is no actual harm to the player until the removal of the player.