-First you add the object 49 (there's a harder way but this one is easier)
-Set AI mode to 0, then activate Vimpherd Params under More... next to the boxes where you add angles and positions.
-There are 5 boxes, I'll use an example for adding values to them:
6 22 0 2131 537088
- 6 = amount of vimp herd markers you have minus one (identical to highest TeamID of vimp markers)
22 = specified vimp herd team; 22 or 23 by default (higher numbers can also be used for more than 2 vimp herd teams)
0 = dunno what it's for, but keep this 0 (if anyone knows please post)
2131 = dunno this one either (if anyone knows please post)
537088 = 12800 + 65536 * (number of vimps); 537088 is the result value of a formula (used by Giants Edit) and is used to specify how many vimps are on the team (537088 in particular is 8 vimps). For example, if you want 10 vimps on the team then calculate:
65536*(10)+12800=668160; 668160 is the value you put in the box
4 - 22 - 0 - 2131 - 668160
4 - 23 - 0 - 2131 - 668160
-There should be one object 49 for each vimp herd team.
-Add object 679
-Set AI mode to 22 or 23
-First marker shouldn't have any TeamID, the 2nd should have 1, 3rd should have 2 and so on... (if you have 5 markers the last marker will have TeamID 4)
-You don't have to turn them to face the direction they should be walking; just a waste of time
-Activate Object Data under More... there will be 3 boxes for u to fill out.
- First box makes the vimps' path longer like a straight line... a higher value will make them walk farther apart (30 is a good value to start with).
Second box makes the vimps' path wider... a higher value will make them walk farther apart (40 is a good value to start with).
Third box makes them behave as normal animals do, like eating grass and scratching the ground. A higher value will lengthen the time they do this behavior at the marker. Note that the distance constraints you set in the first 2 boxes can shorten the time each vimp does these behaviors (I normally use a value of 50).
-Doesn't matter if you have 10 different vimp herd markers. They can all have different values. However, you can save time by copying the first marker with the object data in it and change the TeamID values...