Monsters don't follow path_corner Created 16 years ago2007-12-15 16:07:09 UTC by veclast veclast

Created 16 years ago2007-12-15 16:07:09 UTC by veclast veclast

Posted 16 years ago2007-12-15 16:07:09 UTC Post #241052
Long-story short: monsters(but other entities as well, such as trigger_camera) don't follow their path_corner, but only if I give them a name.
If not, they follow it just fine.

Any idea why this happens?
Posted 16 years ago2007-12-15 17:44:02 UTC Post #241067
so they follow their path only if you give them a name, but if you don't, they still do?... What is that supposed to mean? :gak:
Posted 16 years ago2007-12-15 18:22:46 UTC Post #241077
No offence, but maybe you should read that again.

What I said was that they DON'T follow their path_corner if I give them a name.
Posted 16 years ago2007-12-15 18:47:52 UTC Post #241080
Of course, you have to trigger them...
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-12-15 18:53:55 UTC Post #241081
How do you do that?
I thought you just set the target(to follow the path_corner), and you're good to go.
Posted 16 years ago2007-12-15 18:58:50 UTC Post #241082
Use a trigger_auto if you want the sequence to start when the map loads. Otherwise, use a trigger_once. If you don't know how to trigger stuff at all, read up on it here.
Posted 16 years ago2007-12-15 19:04:20 UTC Post #241083
No, you need to trigger the object.

There are many ways to trigger stuff, think buttons (func_button), invisible triggers (trigger_once, trigger_multiple) or other entities that have a target keyvalue.

Add two func_buttons, and have one target the camera and the other the monster.

Note: If you want to have monsters follow a path, use scripted_sequence entities instead, they have more control over the monster then just path_corners, for example, you can have a monster, barney, for instance, knock on a locked door, then let it continue its patrol.

Take a look at my scripted_sequence example map to see how its done.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-12-15 23:20:36 UTC Post #241115
No offence, but maybe you should read that again.
My mistake. sorry
Posted 16 years ago2007-12-16 03:49:57 UTC Post #241149
For the record, path_corners are probably the absolute worst way to go if you want a monster to follow a path. Sure, they're easy to work with, but they're also easy to break.
If anything, anything gets in their way at any point down the road, they stop moving. At that point, you won't be able to get them moving again.

Learn to use scripted_sequences, they are much more powerful. It might seem overwhelming at first, but it pays off soon enough.
Posted 16 years ago2007-12-16 04:00:56 UTC Post #241151
if im not mistaken, monsters will move around obstascles to get to the next spot in a scriped_sequence, right?
Posted 16 years ago2007-12-16 04:09:58 UTC Post #241154
Aye captain. That or they'll wait for the obstacle to be removed, and continue their path.
Posted 16 years ago2007-12-16 04:12:06 UTC Post #241156
World Crafter, they must have used path_corners extensively in Half-Life, because I remember quite a few instances where Barney or a scientist simply would not open a door. :zonked:
Posted 16 years ago2007-12-16 04:17:35 UTC Post #241159
Well that doesn't matter because you obviously like guys :zomg:

Decompile and check. But I've never had any problems with scripted_sequences. Nor have I ever seen an NPC simply stop moving toward their goal in HL, which is surprising considering the amount of time's I've played the game.
Posted 16 years ago2007-12-16 11:04:45 UTC Post #241192
Ok, so what do I do if I have two scripted sequences(say point1 and point2) and I want a monster to walk between them?
If I understand MuzzleFlash's map right, I have to target point1 to point2, and vice-versa, but it doesn't work in my map.
What happens is, the monster moves to point1, then point2, but not back to point1. What am I missing here? Does it have anything to do with the fact that these points are in opposite directions?

Also, how do I work around between trigger_camera and scripted_sequences?
I set a few scripted sequences for the camera to follow, but nothing happens, the camera just sits there.
Now, I have read the tutorial on trigger_camera, and did everything written there as well.
I have a trigger_camera, func_train, path_corner's, multi_manager and trigger_once, all set in place. I didn't understand if I have to put the camera inside the train, or just target it, but it doesn't matter because the train is not moving.
He targets the path_corner(not the first one, but the one that follows, as the tutorial says), I added him in multi-manager, I trigger him, ..and nothing.
Any idea what to do?
Posted 16 years ago2007-12-16 11:09:02 UTC Post #241193
You have to tick the 'Repeatable' flag so he can use it again and walk back.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-16 11:26:46 UTC Post #241194
Ok, we got that out of the way. Thanks.

Now, what about the camera?
Posted 16 years ago2007-12-16 15:43:59 UTC Post #241212
It looks like I overlooked something from the trigger_camera tutorial.
Make a small cube, textured with the '{BLUE' texture. Place an origin brush in the centre of it and tie them together. Then hit 'To Entity' and select a 'func_train'.
What exactly is an origin brush, and how do I make one?
Posted 16 years ago2007-12-16 17:33:02 UTC Post #241218
Posted 16 years ago2007-12-16 18:06:42 UTC Post #241226
Yes, I read that, but it still doesn't answer my question.
How do I make one?
Posted 16 years ago2007-12-16 18:08:16 UTC Post #241227
Well that doesn't matter because you obviously like guys :zomg:
...what?
Posted 16 years ago2007-12-16 18:10:25 UTC Post #241228
There is a texture specifically called "origin". Including it with any entity will make the entity use the center of the origin brush as it's origin, instead of the map's origin.
Posted 16 years ago2007-12-16 19:10:54 UTC Post #241239
Thanks for clearing that up.

But now, another thing.
The func_train(with the origin brush inside, all tied up) is already at the destination(/last path_corner) when I start the map. I don't even get to trigger the thing.
Posted 16 years ago2007-12-16 19:56:24 UTC Post #241245
its not getting triggered at all?
Posted 16 years ago2007-12-16 20:08:42 UTC Post #241247
Nope, and I'm sure of that.

Also, the camera still doesn't move to any path_corner, when triggered.
Posted 16 years ago2007-12-16 21:45:44 UTC Post #241261
srry said:Quote:
Well that doesn't matter because you obviously like guys ZOMG - :zomg:

...what?
I dont like girls, or guys. I like dogs, too much :zomg: .
Posted 16 years ago2007-12-16 22:00:35 UTC Post #241265
l2quote
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2007-12-16 22:11:06 UTC Post #241268
aaron_da_killa should get together with ZombieLoffe and have a beastiality party.
Posted 16 years ago2007-12-16 22:12:45 UTC Post #241269
Posted 16 years ago2007-12-16 22:25:59 UTC Post #241271
It's not even funny. Actually, It's repulsive that you even told us that. Go back to 4chan.
Posted 16 years ago2007-12-16 22:32:43 UTC Post #241274
Posted 16 years ago2007-12-17 00:08:01 UTC Post #241281
Every now and than look around the room or out the window, to give your eyes a rest and allow it to focus on different distances, if you don't, you will need to wear glasses later in life.
Experience, I suppose?
Posted 16 years ago2007-12-17 00:08:02 UTC Post #241282
As for the camera thing, you're sure you've gone through the tutorial step by step, and haven't missed anything?
Posted 16 years ago2007-12-17 00:12:18 UTC Post #241283
the camera itself has a path too, right?
Posted 16 years ago2007-12-17 00:19:46 UTC Post #241284
gah, triple post!
Posted 16 years ago2007-12-17 00:40:56 UTC Post #241285
I'm pretty sure I didn't miss anything, and yeah, the camera has a path.
Posted 16 years ago2007-12-17 03:19:17 UTC Post #241314
gah, triple post!
shutup! :nya:
Posted 16 years ago2007-12-17 10:53:01 UTC Post #241331
If the camera has a path, is triggered, but still doesnt move, it would have to do with your entity settings for either. Make sure that the camera correctly targets the first point in the path, and that all other settings are correct. Make sure speed settings are set correctly on all the points, and make sure each correctly points to the next point in the path. And finally, make sure the trigger corectly targets the camera, and is indeed triggering correctly. This sounds like an obscure problem, it may help to upload the problem map.
shutup!
:ninja: --&gt; :pwned:
Posted 16 years ago2007-12-17 10:55:44 UTC Post #241333
Make sure you specify a speed or initial speed for the camera. A speed of 0 means its not gonna move at all.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-12-18 15:54:28 UTC Post #241462
Strange thing happened. I tested the map earlier today, and everything worked great (camera-wise; it seemed MuzzleFlash was right about the speed issue), and just now I decided to test it again, and.. you've guessed it; the camera isn't moving.
Note: This is the exact same .bsp map, not recompiled - nothing changed.

Guess I'll have to upload the map and maybe someone will find what's wrong with the camera.
Posted 16 years ago2007-12-18 18:56:54 UTC Post #241468
Im pretty sure you're missing something obvious, like a key value or something.

Make sure you've specified a speed, a first stop target and a target (for the camera to focus at). Also make sure that you're path_corners are correctly linked (each one targeting the next).

If all this doesn't help, post the map in the Problems Vault.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-12-18 22:37:12 UTC Post #241473
I'm pretty sure I did everything right, since the camera did work a few times before.

Maybe it's something to do with the game?
I'm mentioning this because I tried running the map again, and the camera moved, but not to the finish. It's almost as if she stopped at the 3rd path_corner, and wouldn't go further.
Could this be a bug?

I uploaded it anyway: http://twhl.co.za/mapvault_map.php?id=4922
Posted 16 years ago2007-12-19 09:00:33 UTC Post #241487
Sounds really weird, considering nothing changed, and you havent even recompiled. I never trust cameras, ill download the map and examine it when i get back home from school. My guess is that theres something with the entity settings, or maybe even the triggering settings, that is causing the weird, semi random bugs.

edit: This is why i dont trust cameras. I looked at the map, and nothing seems to be wrong, all the entity settings are okay, as far as i can tell. Yet, when i compile and run it, the camera stops at the first point. Very strange, considering all the settings look right. I would wait for a reply from a more experienced member, because this really has me confused
Posted 16 years ago2007-12-19 18:26:46 UTC Post #241523
Ok, thanks anyway.
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