Monsters WILL NOT move (spirit) Created 20 years ago2004-07-30 00:25:11 UTC by Coolfat3459 Coolfat3459

Created 20 years ago2004-07-30 00:25:11 UTC by Coolfat3459 Coolfat3459

Posted 20 years ago2004-07-30 00:25:11 UTC Post #46541
Yet another question in ned of answering for my stealth mod (Called Life Gear, will refer to it by its name form now on). I just can't get monsters to follow path_corners in Spirit!!! I have it set up like this:
4 path_corners named walk1, walk2, walk3, walk4
Properties: walk1 goes to walk2, walk2 goes to walk3 etc... Nothing was changed from the defaults other than the next path_corner to go to.
The monster is Barney, I have him set with no name and with a patrol path of walk1. His trigger is spawn3 (grunts come out if your caught) and trigger condtition is take damage. His reaction to player is enemy and his behavior is set o human military. His weapon is 357. Everything else is no different than the default.

Now for some stupid reason he won't walk!!!
Posted 20 years ago2004-07-30 00:52:51 UTC Post #46542
AAAAAAAAHHHHHHHHHHHH!!!!!!! I PUT THE EXACT SAME THING IN A DIFFEENT MAP AND HE MOVES! WHAT THE HELL IS GOING ON HERE?!?!?!?
Posted 20 years ago2004-07-30 01:00:19 UTC Post #46543
Odd, that it works in another map. Check your pathnames in the first map and make sure there aren't 2 walk1s, or duplicate names.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-30 01:47:56 UTC Post #46546
Already had them all checked, about 3 times. After messing around for about half an hour I finally somehow realized the path_corners were too close together for the guy to move (how gay of a problem is that?!)
Posted 20 years ago2004-07-30 01:48:18 UTC Post #46547
Have no idea how it worked in other maps though.
Posted 20 years ago2004-07-30 04:14:32 UTC Post #46573
Weird problem.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-30 05:20:42 UTC Post #46591
may I ask, what the hell is spirit?
I'm sorry for being nieve, but I havn't really been around latley because of school and all.
Posted 20 years ago2004-07-30 05:27:13 UTC Post #46598
Posted 20 years ago2004-07-30 07:35:18 UTC Post #46627
so its like a mod? not a new version of Hammer?
I dont think I'll be making the switch personally
Posted 20 years ago2004-07-30 07:55:37 UTC Post #46629
It's a mod for Half-Life that gives more functionality and control of various aspects of mapping. It's an extension if you will.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-30 11:39:09 UTC Post #46740
A huge extension that you absolutly NEED when making mods like stealth mods. Play Swiss Cheese Halloween, it used Spirit.
Posted 20 years ago2004-07-30 13:40:57 UTC Post #46760
It's not a replacement for Half-Life...it's a separate mod. I'm making Half-Life: Donuts with Spirit.
Posted 20 years ago2004-07-31 03:19:27 UTC Post #46979
Well what are some of the benifits?

"gives more functionality and control of various aspects of mapping" - Anthony
What do you mean? because Im thinking if its a MOD, your going to have to start mapping for spirit and not WITH spirit, if that makes any sense.
Posted 20 years ago2004-07-31 05:42:23 UTC Post #47015
Yes, but if you're making a minimod, you can easily include one DLL and use all its advantages.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-07-31 06:44:39 UTC Post #47037
Monsters can't follow path_corners if they have names...I don't know if this still applies in Spirit or not.
Posted 20 years ago2004-07-31 07:11:21 UTC Post #47042
Day of Defeat uses (or used?) Spirit too :)
Posted 20 years ago2004-07-31 07:12:35 UTC Post #47046
Still does, but they removed some parts for some reason.
Seventh-Monkey Seventh-MonkeyPretty nifty
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