Monster_generic AI

Monster_generic AI

Re: Monster_generic AI Posted by flashman on Fri Apr 16th 2004 at 2:33pm
flashman
65 posts
Posted 2004-04-16 2:33pm
flashman
member
65 posts 7 snarkmarks Registered: Apr 16th 2004 Location: Bradford.
I have re-coloured a human assassin to make her look slightly different from the original (my first foray into modelling) and placed it in a map using the Monster_generic entity.

While everything looks as it ought, there is something wrong with her behaviour. When I start the map she kneels down and blazes away at the floorboards until I get near, when she leaps up and delivers a flurry of head kicks which go straight through me.

What do I need to do to get my "new" assassin to behave and interact normally? Is the Monster AI only applicable to models in pak0?

Apologies for what is probably a n00blike question, I've only been mapping for a fortnight.

Thanks in anticipation, Chaps.
Re: Monster_generic AI Posted by Leperous on Fri Apr 16th 2004 at 3:05pm
Leperous
3382 posts
Posted 2004-04-16 3:05pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
monster_generics don't do anything, except bleed/die, that's they way they're coded. Only way to change that is to code your own mod!

But if you've just made a new model and want to try it out, then you have to 'replace' the existing assassin model with it (i.e. put a new hassassin.mdl in your models directory), but the original will still exist in a PAK file somewhere, so just delete yours when you want to revert back. I hope it's got all the same sequences as the original though!
Re: Monster_generic AI Posted by flashman on Fri Apr 16th 2004 at 5:42pm
flashman
65 posts
Posted 2004-04-16 5:42pm
flashman
member
65 posts 7 snarkmarks Registered: Apr 16th 2004 Location: Bradford.
Thank you, Leperous.