continuis spawn problem

continuis spawn problem

Re: continuis spawn problem Posted by redneck03 on Fri Aug 18th 2006 at 12:30am
redneck03
36 posts
Posted 2006-08-18 12:30am
36 posts 14 snarkmarks Registered: Aug 4th 2006 Location: U.S.A.
okay, so i have a continuis spawn battle betwen combine prison guards and regulars, and the map is fairly big so i want them to begin attacking one another so i set up a asscriptedschedule to tell the prison guards to attack the regulars and vice versa but when they start spawning they just stand there and don't move at all, and i have the trigger set up right and ai_relashionships but they just won't do anything.

also please don't reply just to tell me to look at tutorials or decompile some maps cause i already tried that, so don't reply unless you got a answer.
Re: continuis spawn problem Posted by midkay on Fri Aug 18th 2006 at 12:47am
midkay
398 posts
Posted 2006-08-18 12:47am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
I'm really not familiar at all with any scripted sequences or AI relationship stuff, but I just wanted to comment on the tone of your post. Sorry for the offtopic.

Situation: you're asking us for help; you're on the receiving end of assistance and knowledge. Keeping that in mind, do you think it's appropriate to say "please don't reply telling me to look at a tutorial. don't reply at all unless you have a direct answer for me"? And do you think people will want to help you when you're requiring that they go searching for the answer to your problem and give you the precise solution, much less try and find a good tutorial for this kind of thing? BTW, tutorials can be very helpful - they may require a bit of reading, and it may take more than a minute or two to find your answer, but they contain lots of helpful tricks and information.

It's my humble opinion that you should be receptive to any help at all and grateful for any tutorial or suggestion you get. That's the way you'll surely get more assistance as well. It takes people time to find answers and tutorials; when they see that you appreciate it, they feel good and want to help again.

I guess this is against your demand that I only reply if I have an answer... apologies!
-- midkay
Re: continuis spawn problem Posted by redneck03 on Fri Aug 18th 2006 at 1:03am
redneck03
36 posts
Posted 2006-08-18 1:03am
36 posts 14 snarkmarks Registered: Aug 4th 2006 Location: U.S.A.
i was saying that so people wouldn't just say "look for tutorials" or something like that which seems to happen everytime i ask a question.
Re: continuis spawn problem Posted by midkay on Fri Aug 18th 2006 at 1:17am
midkay
398 posts
Posted 2006-08-18 1:17am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Any examples? I looked at your other questions and I don't see a single one saying "go look for a tutorial", however I see several people giving you tutorials to look at as well as direct answers.
-- midkay
Re: continuis spawn problem Posted by Stadric on Fri Aug 18th 2006 at 5:29am
Stadric
848 posts
Posted 2006-08-18 5:29am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
My advice to you is the next time you have a problem that you can't find a specific tutorial on, look for a general tutorial on what you're trying (in this case AI), and skim through it for any entities or I/O they're using that you don't recognize, and read the context.

Your question itself is vague, but it sounds as if you're missing nodes:
http://www.hl2world.com/wiki/index.php/Info_node
If that's not it, put all the ally NPCs in the same squad, and start the map off with one poor soul of either squad within firing range of the other.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: continuis spawn problem Posted by Dark_Kilauea on Fri Aug 18th 2006 at 7:18pm
Dark_Kilauea
629 posts
Posted 2006-08-18 7:18pm
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
I will add to stadric's response and suggest that you take a look at the assalt entities. They make npcs run to a certain location and attack any enemy they encounter.
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: continuis spawn problem Posted by fishy on Fri Aug 18th 2006 at 7:28pm
fishy
2623 posts
Posted 2006-08-18 7:28pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
if the AI was simple enough to exlplain in a few short sentences, there would be no need for difficult to understand tutorials. the difficult to understand tutorials, however, are there for a reason.
i eat paint
Re: continuis spawn problem Posted by omegaslayer on Fri Aug 18th 2006 at 7:41pm
omegaslayer
2481 posts
Posted 2006-08-18 7:41pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Continuous

Edit:
also please don't reply just to tell me to look at tutorials or
decompile some maps cause i already tried that, so don't reply unless
you got a answer.
Apparently you didn't look hard enough; upon hopping in game I found
that "d2_prison_07.bsp" actually has lots of continuous spawns in it
(Where your waiting for alyx to show up in the prison, while you have
to defend wave after wave of combine).

I know you wanted a straight answer, but your trying to skip over what
it means to be a mapper. Discovering and experimenting with HL2 is what
many of us find to be the exciting part of mapping. And if you'd rather
have stuff handed to you, then maybe you should have someone else do
the mapping for you if you don't want to discover things on your own.
Posting And You
Re: continuis spawn problem Posted by redneck03 on Tue Aug 22nd 2006 at 12:52pm
redneck03
36 posts
Posted 2006-08-22 12:52pm
36 posts 14 snarkmarks Registered: Aug 4th 2006 Location: U.S.A.
damn, i forgot to put in nodes! im very sorry to be wasting time like that.