monster pathing

monster pathing

Re: monster pathing Posted by Wilddoggie on Sat Jan 17th 2004 at 6:27pm
Wilddoggie
55 posts
Posted 2004-01-17 6:27pm
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
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
1268 posts
Posted 2004-01-17 6:45pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
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
SHeeP
118 posts
Posted 2004-01-17 7:01pm
SHeeP
member
118 posts 52 snarkmarks Registered: Jan 4th 2004 Occupation: bum Location: uk, england
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
Wilddoggie
55 posts
Posted 2004-01-17 7:12pm
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
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
beer hunter
281 posts
Posted 2004-01-18 10:29am
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
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.