Headcrab Navigation Created 17 years ago2006-08-11 18:27:31 UTC by HeAdCrAb KILLA HeAdCrAb KILLA

Created 17 years ago2006-08-11 18:27:31 UTC by HeAdCrAb KILLA HeAdCrAb KILLA

Posted 17 years ago2006-08-11 18:27:31 UTC Post #193149
I need a bunch of headcrabs (say 8) to go to a certain point after they are spawned. There will be 8 headcrabs spawned at one time that will need to got to this point. Here's the thing, the crabs must follow a maze-like duct system before they reach the goal point. I have already tried a few things but haven't had much luck. I tried a aiscripted with nodes but only one headcrab will follow the nodes out of the 8 that spawn. Is it possible to do this with paths, corners or tracks?
Posted 17 years ago2006-08-11 19:35:14 UTC Post #193153
How about using trigger_push brushes to move them?
Posted 17 years ago2006-08-11 20:18:39 UTC Post #193158
Tried it, the movement was choppy and glitchy. I think I may have to try the func_conveyor method...again. Last time I tried it it seemed to be hit or miss. Sometimes the conveyors would push em along and other times the crabs would just sit at the spawn.
Posted 17 years ago2006-08-11 21:38:26 UTC Post #193161
If you mean in your crablab map then I noticed the convoyer had problems with the headcrabs. Maybe if you'll place them on a func_firiction it will work better.

Another problem was that they only apeared one for me.
You should place a trigger teleport on one side that will move the headcrabs to the other. If a headcrab dies another one will be created using a monster maker.

In the room with the acid at the buttom the headcrabs never fell into that little hole, they always passed it. Place clip brushes on the other side to prevent this.
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