Re: monster pathing
Posted by Wilddoggie on
Sat Jan 17th 2004 at 6:27pm
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ok i got the info_nodes things packed down now, im trying to figure out how to get a monster_human_assassin to fallow paths, like walkin very slowly around a building over and over and over, but i dont which one does it
[ ] ...[ ]
....[ ] <-- building
[ ] ...[ ] <--trigger path (ignor the periods)
how do i get a assassin or a grunt to walk to each of those points, stop, turn, and walk to the next?
and my func_door_rotating door has disapeared and its still there because if i walk into where it should be, i hear it, does it have something to do with fx thing 255? i had it at 255 before and my door was bright as if it was a light, then i put it back to 0, i've done something wrong.
and will trigger_changelevel work in deathmatches (co-op for half life)?
Re: monster pathing
Posted by Gollum on
Sat Jan 17th 2004 at 6:45pm
Gollum
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For the door, note that the FX number does different things depending on what RenderFX you have selected. You should set both "Render Mode" and "Render FX" to Normal for a standard solid door.
With these set to normal, the FX Amount does nothing. If you set the rendermode to solid (say), then an FX amount of 0 will make it disappear.
Re: monster pathing
Posted by SHeeP on
Sat Jan 17th 2004 at 7:01pm
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the trigger changelevel probly isnt possible for deathmatch and it it was then its still not a good idea, i dont think u can get the enemies to follow a certain path ( unless its a scripted sequence or something, just guessing ) , they decide where to go themselves according to the nodes, so called AI
Re: monster pathing
Posted by Wilddoggie on
Sat Jan 17th 2004 at 7:12pm
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scripted sequence, that is what i thought it was, when i looked into the single player campaign i decompiled they had a few of those, but im not sure how they work completely, i believe a assassin or grunt can fallow a scripted sequence if you know how to set it, maybe its possable to get a assassin to act like a train and fallow tracks :sad:
edit - and how do i make a door be locked and make the locking sound, i've been trying to do that for a while too
Re: monster pathing
Posted by beer hunter on
Sun Jan 18th 2004 at 10:29am
Posted
2004-01-18 10:29am
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Jul 6th 2003
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The simplest way to get the door locking sound is to set the func_doors Use Only flag to disabled and change the Locked Sound to something other than None.
I dunno what method you're using to open the door but disabling the Use Only flag means that you need another entity to open it like a func_button that targets the door.