Well, we all should know by now that the Dark engine does not support locational damage that can be user defined. That is, points on an AI's model that defines how much damage that creature receives when hit in that particular area.
But, like all things, there is usually a way around this. It's actually not at all that hard to make an AI receive different amounts of damage from being hit in different locations. That is, locational damage. The method and results here are not quite as fancy as the locational damage featured in other games, but they work enough for the Dark engine.
This tutorial will work for Dromed1 and Dromed2, but a few things mentioned here are a bit buggy for D1. D2 already has some locational damage, but you can't really change it to suit your needs.
And so, the tutorial begins. First off, you'll need the following things:
Now, with those created, I'll tell you the knowledge you'll need to possess for this tutorial. Not much. Sources and Receptrons knowledge wouldn't hurt, just remember that there is a bug with D1's S&R (you MUST add a source or receptron, or it crashes).
It is assumed by now, that you have all the scripts loaded (gen, convict), have computed pathfinding, and everything else related to general Dromeding.
Continuing on, open up your first solid item's properties. Add a receptron property (Act/React>Receptrons). For tutorial purposes, I'll tell you what to put there.
Now, if you know a little more about S&R, you can create other types of effects, including a place on the AI that will render him unconscious when hit, and more. Attach these markers anywhere you wish, via CreatureAttachment link.