Zombie pheromone Created 17 years ago2007-04-24 04:03:09 UTC by guy guy

Created 17 years ago2007-04-24 04:03:09 UTC by guy guy

Posted 17 years ago2007-04-24 04:03:09 UTC Post #219937
Im not talking about in relation to those antlion pheromone balls that you throw.

Is there a way to have a point in a map where all the zombies will be attracted to and all seek out. I'm trying to get a situation where the player must barricade up a building because all the zombies want in. Because other times ive tried the zombies just mill around outside and only occasionally attempt to walk in when they happen to see the player nearby.
I want like a mad rush towards the location.
Posted 17 years ago2007-04-24 04:32:10 UTC Post #219941
http://www.snarkpit.net/editing.php?page=tutorials&id=144

That might be worth a look, even if it's for Combine soldiers.
Trapt Traptlegend
Posted 17 years ago2007-04-24 04:37:02 UTC Post #219942
Yes, assaults are the key. I used it for Combine, Rebels and Antlions in my old Allout map so i'm sure they'll work for Zombies too.

They can be a little difficult to implement though, i worked it out purely through trial and error.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-04-24 04:38:53 UTC Post #219943
Yeah ive checked that out before and its good, but doesn't work for zombies - seems their just too plain stupid to wanna follow and coordinated plan.
Posted 17 years ago2007-04-24 05:00:24 UTC Post #219945
if you look at day 15 by Playbus, you'll note that a zombie there is attracted to a certain place after you achieve a certain goal.

PM him
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-04-24 10:07:54 UTC Post #219960
That's just a scripted sequence in Day 15. It wouldn't work in the setting that guy wants. You would need one for every single zombie. And the spots they walk to would have to be fixed. Which wouldn't really be very good here, I don't think.

I haven't got much time right now (at work and it's busy) but I will have a think about how this might be achieved....
Posted 17 years ago2007-04-24 10:10:00 UTC Post #219961
Then he could do one for every zombie :D

Can you not just trigger them to follow a path that leads into the house?
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-04-24 10:12:27 UTC Post #219962
Yeah you could ........ but I think it would be a bit crap....

Maybe it's worth using an AI relationship entity to make the zombies hate the player more.

I know they 'hate' the player by default but there are different, definable levels of hate in the entity properties.

I'm not sure if it affects any behaviour though, it might just be used to work out what attacks what first.
Posted 17 years ago2007-04-24 10:44:50 UTC Post #219965
A technique i was once playing with before was to use an ai_relationship to get a combine to like you and an ai_goal_follow (that it?) to make him approach you. But the player had a radial trigger parented to him that triggered the ai changes to revert when he got in range. So basically, the combine followed you harmlessly, but when he was in a certain distance of you he'd revert to his normal behaviour.

It worked fine on one enemy. It should work fine on multiple.. though i can't even begin to comprehend the amount of work needed for a whole hoard of Zombies.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-04-24 10:58:48 UTC Post #219966
Yeah ive checked that out before and its good, but doesn't work for zombies - seems their just too plain stupid to wanna follow and coordinated plan.
Have you tried this or have you read this?
Becuae I am pretty sure it works.
I saw it in one of the source SDK examples, can't remember wich one.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-04-24 11:33:22 UTC Post #219967
Mmm, Strider's method definately sounds worth a try :D
Posted 17 years ago2007-04-25 02:09:19 UTC Post #220069
Alright thanks ill see what works best for me.
You must be logged in to post a response.