How do I make someone walk to a certain point? Example: A combine soilder walk to the end of a room and walk around the corner and then see's me and shoots.
Thanks again. You guys are great and very helpful.
How do I make someone walk to a certain point? Example: A combine soilder walk to the end of a room and walk around the corner and then see's me and shoots.
Thanks again. You guys are great and very helpful.


The entity you need is path_corner. Give the Combine a name, and the put the path_corner entity (with name) to the first patrol point. If you want the Combine to patrol to several points, you can set up more than one path_corner entities.
For example, if you want him to patrol to the end of the room, put a path_corner there (name it p1), and also put a path_corner down the hallway (name it p2). Set the "next path_corner" in p1's property to p2. From the properties of the Combine, set "next patrol point" to p1. As soon as the soldier spawns, he'll start patrolling to these locations.
If you want him to patrol back and forth, then set the "next path_corner" in p2's property to "p1". If it's still confusing to you, let me know.
[addsig]

Really, path_track? I thought that's only for gunships and striders.
I used plenty of path_corners in my single player map sp_justice (http://www.snarkpit.com/maps.php?map=1643), and they worked beautifully.
[addsig]
These are all great (yet complicated) answers. Thanks so much everyone.
All i want for my mod, is make it so that once i walk to a certain point, it will trigger a NPC to run to me or just run to a certain point. Which tutorial or way listed here would be best for that? I dont know which way i should choose. I think whitelegion's idea might be the one, but can someone confirm that for me first before i start mapping? Thanks once again.
The assault path method I prescribed is the most effective. Especially if it is withen a combat context. Basically the NPC is fully combat effective but depending on which settings you use, must remain on the assault path. The way I prescribed is more complicated but is far far more versatile.
-WL
[addsig]
its not working 
is there an easier way?

| ? posted by David from IKG |
|
i forgot all about that entity. ill deff. try to use the path_corner instead. but how do i make it so that i trigger it? is it trigger_once? i doubt it.... Answer: If you want the event to be triggered you cannot use the path corner method. If you type a path_corner in the NPC's (ex: npc_combine_s) path_corner designation. Then the npc will atomatically move to that path_corner when the npc spawns. If you want basic movement you could use a scripted_sequence. To set this up place a scripted_sequence to where you want the npc to move to. In the scripted_sequence, target npc enter the name of the npc you want to move. enter "Run" (Or whatever you want) in the move to script variable. Now create a trigger. (Any kind you want ex:trigger_once) Withen the Outputs tab choose: -On trigger (or on start touch, your call) -Target the scripted_sequence. Whatever name you gave it. -Select BeginSequence. Thats it. The npc will run to the scrpted_sequence location. If you don't want the npc to be distracted by the player of other enemies then under the flags tab of the scripted sequence check no interuptions and overide ai. That is one another method. But again I strongly recomend the ai_goal_assault method. Another Way... Creat the npc that you want. Under the flags tab check template npc. This means the npc is not automatically spawned in the world when the game starts. To spawn the npc you need a npc_template_maker. Creat the npc_template_maker where you want the npc (soldier) to spawn. Set up a trigger that will trigger the template_maker to spawn. (make sure the template maker is appropriately stringed to the npc_combine_s (gave full name so you won't be confused. -On Spawn NPC -aiscripted_schedule (enter whatever name you gave the aiscripted_schedule) -StartSchedule -I recomend a delay of .01 if a delay of 0 doesn't work. Hope that works for you. -WL |

