animated sequence problem!!! Created 20 years ago2003-12-22 09:11:28 UTC by DieH@rd DieH@rd

Created 20 years ago2003-12-22 09:11:28 UTC by DieH@rd DieH@rd

Posted 20 years ago2003-12-22 09:11:28 UTC Post #8853
One thing, I put few animated_sequence, monster (grunt) and triger. And when monster finished all waypoints, it stops and wait. I mean he stands there like retarded madman, dont want to shoot at me! Nada! How can I make him to starts acting normaly (when I shoot him then he wakes up!)

help me! :o
Posted 20 years ago2003-12-22 09:17:50 UTC Post #8856
Do you have "Override AI" ticked in the Flags? Any other flags?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-22 09:42:35 UTC Post #8860
And are their any info_nodes in the map for him to follow?
Prisoner Flag might cause this also...
As Seventh already mentioned, check the flags.
Posted 20 years ago2003-12-22 09:54:52 UTC Post #8864
if its spirit, did u set him 2 react friendly /till provoked/until hurt? if so, theres an entity that changes the properties of an ent when triggered. this is only if ur usin spirit though.
Posted 20 years ago2003-12-22 10:27:42 UTC Post #8870
well i have seen cases in wich 7th forgot the chek the flags...remember 7th?? lol :P
Posted 20 years ago2003-12-22 11:59:32 UTC Post #8879
Uhhh, nope :
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-22 12:12:44 UTC Post #8882
i've tried with flags... i will try again all over.
thanks for this.Aand one more thing... sometimes i get message inside game:
found "modelname" but cant play! - and there is no model in map...
why is this happening?
Posted 20 years ago2003-12-22 12:39:40 UTC Post #8885
Respecting to the Grunt... Try using the AiScripted_sequence if you?re using the Scripted_sequence or vice-versa. Check also that the "Movement" point is not set to "Teleport" (this is USELESS In my opinion) and that the grunt is not stuck on the floor/wall/ceiling. Also take a look at a field that lets you select between "Normal AI" and "Ambush" (I don?t remember its name).
As for the model... Probably you mispelled some model name or folder in a monster_generic.
Posted 20 years ago2003-12-22 16:19:06 UTC Post #8921
Sometmes the error:

found "modelname" but cant play!

is caused by a script looking for a dead monster
Posted 20 years ago2003-12-22 19:30:42 UTC Post #8965
ok i've found why is this happening.

when usting flag "walk" everything is OK...
when using flag "instantenius" monster is freezed and won't move until it beeing wounded...

All that I want to move monster from one room to another with "instant" flag, and that monster is behaving hostile with me (gordon)... I will try the AISCRIPTED_SEQUENCE
Posted 20 years ago2003-12-22 21:42:20 UTC Post #8993
DOn?t do the "Instant" thing... Never works for me :(. Instead of this what I do is to set up a teleporter... Let?s see, I?ve got a little well known secret about how to do this and I?m sharing it now with a fellow RPG player ;).
Create a very narrow but high room outside of your map. Done?. Right. In the middle of the air in that room you should create a func_breakable, give it a name and check the "Trigger only" flag. Done?. O.k. Now put a trigger_teleport below the func_breakable and a info_teleport_destination where the monster has to be spawned. Link both the teleporter and the destination and don?t forget to check the "Monsters" flag in the trigger_teleport. Done?. We?re near. Put the desired monster above the func_breakable... Now trigger the func_breakable and the monster falls right to the teleporter and is spawned just where you wanted.
I tried other methods but this works fine.
Posted 20 years ago2003-12-22 21:46:15 UTC Post #8998
not just "a", "hundreds". ;)
Posted 20 years ago2003-12-22 22:22:42 UTC Post #9002
I?ts hard to see the "A" you?re reffering :P. It could be:
-I?ve got "hundreds" of little well known secrets.
-Create "hundreds" of very narrow but...
-You should create "hundreds" of func_breakables.
-Now put "hundreds" of trigger_teleports below the func_breakables and "hundreds" of info_teleport_destinations.
And so on. Sorry for the spam but though I?d like to know what Ministeve is talking about in order to make my ego grow.
Posted 20 years ago2003-12-23 03:16:29 UTC Post #9008
good idea about teleport... i'll try it.
Posted 20 years ago2003-12-23 04:01:18 UTC Post #9016
I tried that once with a one-unit trapdoor and a gman. He floated :
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-23 08:03:44 UTC Post #9021
teleport is working.... Weeee!!!!! :)
Posted 20 years ago2003-12-23 10:00:11 UTC Post #9038
Of course it works :D. Did you ever doubt it?.
Posted 20 years ago2003-12-23 16:00:31 UTC Post #9083
No. Just say it... anyway I dont have more questions.

No Ii have one.
Is there maximum number of entities in one map?
I got "too many entities in visibility page" inside map (in console)... and some entities are not working... sometimes camera, button, or trigger...
Any solution?
Posted 20 years ago2003-12-23 16:13:59 UTC Post #9084
Um.. but if you are going to spawn monsters this way, the its terribly wastefull, on the entiry, and on the processor,

why can't you just use a monster maker, and give it the child's name and use scripted sequences?
Posted 20 years ago2003-12-23 18:19:26 UTC Post #9110
Maybe he wants to spawn a determined kind of monster and make its corpse dissapear... But in response to the question: it?s easy, there are too many entities in the visible part of your map. Try to run VIS, to group together some func_walls and tie them as one and to reduce the visible entities (both brush and point based). And yes, there?s a limit of entities I can?t remember and you should never come close to it.
Posted 20 years ago2003-12-24 04:11:10 UTC Post #9164
i'm almost finished dream1_ver3
thanks to all of you for your help... ;)
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