I've done something similar to this in the past by using CEntityAttached to weld a human model and a gun to a Raptor with...whacky results. You simply have to make the Raptor invisible, and add a trigger to have the gun fire every few seconds or so. I attached the human and gun to the Raptor's head and modified the physics boxes so that the "human" would be collidable. Unfortunately what you end up with is this insane stiff human bouncing around, repeatedly firing its gun at nothing. However attaching everything to the CAnimal's head means that whereever it looks, it will "aim" in that direction. As for the sound, I'd probably just mute the "dinosaur" using unique vocals and have a trigger emit a rotor sound directly from the CAnimal. You'd give the CAnimal's physics a metal SoundMaterial. I belive the particles are linked to the SoundMaterials, though I'm not sure on that. The rotor would be animated, presumably, and when it crashes you could have it switch its animation track or hide the spinning rotor model and un-hide a still rotor. The mouth wouldn't be a problem, provided your invisible CAnimal is tall enough to avoid hitting Anne (which you would probably want to do in order to ensure the chopper is high enough).
For RTJP, all of my helicopter plans would have had to do with animated instances - I'd thought about trying the same thing you'd come up with, but figured it would probably turn out too wonky.
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