path_corner
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Re: path_corner
Posted by supacomix.njb on Sat Feb 24th at 8:57pm 2007


Right i have searched high and low and tried everything yet nothing really works.

I have a zombie npc template, a template maker, an aiscripted_squedule complete with target and trigger. Yet when the trigger is pressed nothing happens, the zombies just sit there doing absolutley nothing until they see me when they start working their way towards me.

I have also tried the path_corner trick but that doesn't work either, as well as the assault_rallypoint etc.

Does anyone have any suggestions?



SupaComix.co.uk

<A HREF="http://www.supacomix.co.uk/ettv" TARGET="_blank">Sods Law? Murphy's Law? Or Inhabitants Law? Have it exp



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Re: path_corner
Posted by Stadric on Sun Feb 25th at 2:17am 2007


Do you have info_nodes scattered about where the zombie is supposed to move?
He needs those to 'see'.

My experience with aiscripted_schedule has been bad, I recommend a scripted sequence.



Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying



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Re: path_corner
Posted by supacomix.njb on Sun Feb 25th at 11:46am 2007


yeah i've put info_nodes all around the floor including the placing of the path_corner and the bits in between... sometimes it works but most of the time it doesn't! It only works if the npc sees the character!


SupaComix.co.uk

<A HREF="http://www.supacomix.co.uk/ettv" TARGET="_blank">Sods Law? Murphy's Law? Or Inhabitants Law? Have it exp



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Re: path_corner
Posted by Stadric on Sun Feb 25th at 8:05pm 2007


How far apart are the nodes? The greatest distance between adjacent nodes should be 256 units, any more than that and they won't work (or work right) as I recall.
Double check your I/O connections, and that your trigger can be activated by the player.



Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying




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