npc ladder

npc ladder

Re: npc ladder Posted by KoopaTroopa on Sat Jul 21st 2007 at 8:59pm
KoopaTroopa
18 posts
Posted 2007-07-21 8:59pm
18 posts 2 snarkmarks Registered: Jul 18th 2007
ok, I'm brand new to both map editing and Snarkpit. I'm currently a student at a game design school in Canada,
and I'm specializing in level design.

I'm making my first source map using Hammer and in my map I'm
going to have the player make his way up a tower by overcoming various
obstacles, etc. The enemy in this section is a melee attacking npc
based on the fast zombie.
What I'm trying to do is have them appear to be able to climb
the walls of the tower and come after the player as he makes his way
up. I figured i could just put invisible ladders where needed, along
with info_nodes to tell them that they can climb them. I also thought I
could put player clips to keep the player from using them as well.

I've tried making a little test room to see if I can get it to work and
have not been able to. I know my ladder is working because I can climb
up and down it.

I've searched the forums and haven't found anyything relating to this,
so I thought i would post my own question. Any help is appreciated.<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: npc ladder Posted by Stadric on Sat Jul 21st 2007 at 10:31pm
Stadric
848 posts
Posted 2007-07-21 10:31pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
The fast zombies don't climb regular ladders like the player can, they use a special node.
There was a tutorial on how to do this, but the site has shut down, so I guess I'll have to make one. The gist of it is that the zombies can only climb if you use two things, prop_statics using one of the models/props_pipes/pipe02*** mdls and the info_node climb entity spaced along the props, with one on each end.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: npc ladder Posted by MeanDroneFrog on Tue Jul 24th 2007 at 7:28am
MeanDroneFrog
18 posts
Posted 2007-07-24 7:28am
18 posts 2 snarkmarks Registered: Jan 12th 2005 Location: UK
http://www.halfwit-2.com/?page=tutorials&id=23

Stadric I'm shocked !! :smile:
Frodo Greenman
www.halfwit-2.com
Re: npc ladder Posted by Stadric on Wed Jul 25th 2007 at 8:24pm
Stadric
848 posts
Posted 2007-07-25 8:24pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Well I'll be darned, the Snarkpit has been infested with gnomes!
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: npc ladder Posted by KoopaTroopa on Sun Jul 29th 2007 at 7:14pm
KoopaTroopa
18 posts
Posted 2007-07-29 7:14pm
18 posts 2 snarkmarks Registered: Jul 18th 2007
<Ok, so I guess I have to use the pipe world
model? No other option? Any idea how I could hide the world model so
you couldn't see it? I've looked in the properties of it and can't find
any visibility option...

Update:

OK, nevermind. After playing around with it I adjusted both the start and end fade distances to 1. Works perfectly as long as the player never walks closer than one. Of course, I suppose I could use .1 and then put a player clip just outside that. Anyway, thanks for the help!
Re: npc ladder Posted by Stadric on Sun Jul 29th 2007 at 7:30pm
Stadric
848 posts
Posted 2007-07-29 7:30pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
You could make a new skin for it that has an alpha mask (all clear), or their might be properties you can change in the .vmt that make in 100% translucent, I don't know for sure.
After you've made the custom skin, you can embed it in the .bsp to keep it from being transparent in different maps.

Please mark the answer(s) correct.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: npc ladder Posted by KoopaTroopa on Sun Jul 29th 2007 at 8:17pm
KoopaTroopa
18 posts
Posted 2007-07-29 8:17pm
18 posts 2 snarkmarks Registered: Jul 18th 2007
Update #2:

Ok, you don't even need the pipe. All you need are the two info_node_climb 's and the info_nodes on the ground near the info_node_climbs at either end. The zombie will climb through the air. In my case, once my animators change the climb animation and the model, our model will seem climb on the wall. Nice! Thanks again.
Re: npc ladder Posted by fishy on Mon Jul 30th 2007 at 7:17am
fishy
2623 posts
Posted 2007-07-30 7:17am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
hmm, I've thought about which should be marked as correct, but I'm still undecided.

Stadric, your answer is quite vague. And even though you do say to use info_node_climb entities, it's not enough to get this working

MeanDroneFrog, a working link to a tutorial is helpful for now. But it's no good marking it as the correct answer when the link can't be guarenteed to keep working. Like it says in the blurb, "If you are posting a link to a solution, please summarise what it says (in case that website goes offline)"

I'll leave this one for KoopaTroopa to mark, especially since he gave the best answer himself, in his last post. :rolleyes:
i eat paint
Re: npc ladder Posted by KoopaTroopa on Mon Jul 30th 2007 at 3:18pm
KoopaTroopa
18 posts
Posted 2007-07-30 3:18pm
18 posts 2 snarkmarks Registered: Jul 18th 2007
Ok...I'm not sure how to "mark" the answer. I tried and only ended up accidently "rejecting" meandronefrog's answer.
Re: npc ladder Posted by fishy on Mon Jul 30th 2007 at 3:46pm
fishy
2623 posts
Posted 2007-07-30 3:46pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
try again :smile:
i eat paint