Patrolling Problem Created 19 years ago2005-07-31 12:52:06 UTC by ChickenFist ChickenFist

Created 19 years ago2005-07-31 12:52:06 UTC by ChickenFist ChickenFist

Posted 19 years ago2005-07-31 12:52:06 UTC Post #124946
I'm trying to make a scientist patrol from one place to another using path_corners, I can't use scripted_sequences, because he must be killable.

The problem is that I don't want him there from the beginning
so I teleport him in from another part of the map, but that doesn't work, he won't move. I've tried changing his target afterwords with a trigger_changetarget but that doesn't wotk cuz he can't have a name.

Is there a way around this?
ChickenFist ChickenFist<Witty Title>
Posted 19 years ago2005-07-31 13:09:27 UTC Post #124949
I doubt it. Can't you teleport the player instead?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-31 13:11:24 UTC Post #124952
Nope. :(
ChickenFist ChickenFist<Witty Title>
Posted 19 years ago2005-07-31 13:11:57 UTC Post #124953
how about: when the player enter a trigger_once he will start movin'?
Posted 19 years ago2005-07-31 13:12:13 UTC Post #124954
Are you sure? Detail the situation. I think it's pretty unlikely that you'll be able to do it 'directly'.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-31 13:13:33 UTC Post #124955
Okey, you enter a room , there's two scientist there.
You walk into the room next to it, a scientist will talk to you and when you get back there will be another scientist that are suppsoed to walk around and you must kill him.
how about: when the player enter a trigger_once he will start movin'?
huh?
ChickenFist ChickenFist<Witty Title>
Posted 19 years ago2005-07-31 13:48:21 UTC Post #124965
Try making a small box outside the map with the scientist in it. Give the sientist a Name = Doobie. Place two scripted sequences (so that he'll walk from one of them to the other) and name the first one "m1" and the 2nd one "m2". Set m1's Target = m2 and m2's Target = m1. Check the "Repeatable" flag on both sequences. Make a trigger_once where you want to walk through in order for the sci to appear and startt walking. Make the trigger_once's Target = m1.
That should do it, and he should be killable. I've done this in a map before, so I'm pretty sure it works.
If he isn't killable, make sure the "No Interruptions" flag isn't checked in any of the 2 sequences.
Posted 19 years ago2005-07-31 14:32:26 UTC Post #124970
Why not kills m1! :badass:
Posted 19 years ago2005-07-31 14:56:32 UTC Post #124971
Oh yeah... and I forgot, make both sequences' TargetMonster = Doobie
Posted 19 years ago2005-07-31 15:40:23 UTC Post #124976
That's what I did. He's not killable. When i hit him he keeps walking and dies when he reaches the end of his walk. That looks fucked up.
ChickenFist ChickenFist<Witty Title>
Posted 19 years ago2005-07-31 15:42:38 UTC Post #124977
Cause you are probebly using aiscripted_seaquance! :lol:
Posted 19 years ago2005-07-31 15:45:36 UTC Post #124978
Oh crap, you're right. It works now. :P

Thx.
ChickenFist ChickenFist<Witty Title>
Posted 19 years ago2005-07-31 16:06:22 UTC Post #124981
Posted 19 years ago2005-07-31 20:13:52 UTC Post #125032
Hmm, can you get him walk down a stair?
ChickenFist ChickenFist<Witty Title>
Posted 19 years ago2005-07-31 20:17:23 UTC Post #125033
I remember Weeman asked the same quastion and we couldn't answer it for we were so sure a scientist can do that! :| Also the slave has a spacial animation for this and in blue shift I remember that the soilders did it! :nervous:

I just thought of something- why not put clip brushes between the steps to turn it into a slope!! :o
Posted 19 years ago2005-07-31 20:39:38 UTC Post #125035
Didn't work. :cry:
ChickenFist ChickenFist<Witty Title>
Posted 19 years ago2005-08-01 07:40:24 UTC Post #125102
Hmmm.... maybe if you add an info_node on each stair? I dunno... I'm pretty sure that it can be done (seing how sci's and barneys can follow you up and down stairs), I just haven't tried making it scripted... It should be doable though... I might tweak around a bit and try to see how it works, as soon as I have time...
Posted 19 years ago2005-08-01 07:49:16 UTC Post #125103
You have to add nodes to each step.
AJ AJGlorious Overlord
Posted 19 years ago2005-08-01 09:10:22 UTC Post #125121
I added them like this:
User posted image
But it doesn't work, he just stops.
ChickenFist ChickenFist<Witty Title>
Posted 19 years ago2005-08-01 09:15:15 UTC Post #125122
How about a scripted_sequence for each stair? :confused:
Daubster DaubsterVault Dweller
Posted 19 years ago2005-08-01 10:23:07 UTC Post #125133
I think the stairs in the game weren't so steep! :

I think I'll do a little bit of experementing! ;)

Well...the maximum hight of an obsticel that a scientist can go over it is 17 units and they can be turned into every number of steps that you want but I'll do farther experimenting untill I'll find it! :D

Yay I got it and now I will only need to do a little bit more experementing! :glad:
User posted image
As you see in the picture the secret is that the width of the step must be two times bigger then the hight! As I said before the maximum hight is 17 unit. Only then the monster will be able to climb the steps!! :biggrin:

This should be added to the dimensions tutorial,I think! :)
Posted 19 years ago2005-08-01 12:25:29 UTC Post #125147
&lt;3 Thanks, it works!
ChickenFist ChickenFist<Witty Title>
Posted 19 years ago2005-08-01 13:32:45 UTC Post #125157
You're welcome!! :biggrin:
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