NPC waypoints
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Re: NPC waypoints
Posted by Nasher on Thu Dec 2nd at 7:41pm 2004


Can anyone tell me how to make "waypoints" for NPCs to follow?

I've made a map with a zombie spawn point behind a dust cloud, but they just seem to randomly wonder around that area instead of moving to the center of the map (where I placed what I think is a waypoint but doesnt seem to work ), if you walk upto them they do chase you, but when you move a few meters away from them they give up and go back to their origional area and carry on wondering about. I have tried altering the distance they see you but it didnt help.





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Re: NPC waypoints
Posted by itisjp on Sat Dec 4th at 8:34pm 2004


Nasher I have played with NPC pigeons and I get them to fly on a path by using a path_corner entity, I give it a name and then thell the NPC's to follow the path. I do not know if this will work for what you want since pigeons don't attack but you can set up several corner paths and have them loop back around to the orginal starting point.

Hope it helps





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Re: NPC waypoints
Posted by Junkyard God on Sat Dec 4th at 8:53pm 2004


this is how i did it in hl1 , i think the same goes for hl2

make a aiscriptd_sequence entity in the place you want the zombie to go,

target the zombie with it (so give your zombie a name and put it in aiscripted_sequence targer field)

and set the fields so the zombie will walk to the scripted sequence,

i think you need to fill inthe fields , move to and change the field with search within range to the distance the zombie is away for the scripted sequence,

i know this is a bit of a bad description, maybe someone else can tell you more specificly what entity names and fields you must fill in, it's been a while for me since i touched hammer, and that was for hl1

since i installed the new sdk my old hammer is broken and my new hammer doesn't work yet :S




EDIT:

info_node entitys in the map will tell the npcwhere he can go and where not i think, but you must place them with care
[addsig]





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