scripted_sequences acting up Created 16 years ago2007-12-19 08:58:46 UTC by srry srry

Created 16 years ago2007-12-19 08:58:46 UTC by srry srry

Posted 16 years ago2007-12-19 08:58:46 UTC Post #241486
This is driving me mad, so I just decided to make a thread about it, even though it's a rather small problem.

My scientist absolutely refuses to respond to any scripted_sequences that are outside of his view. Even if they're just around a tiny corner, 128 units away. At first I just thought, oh, it's quite a walk, maybe they aren't designed to move that far on their own...but then I put a different scripted_sequence at every frickin' corner, and he still can't walk the whole way to the place I want him to walk to. I have a sufficient network of nodes, maybe even too sufficient, with one placed about every 128 units. I have another map where Barney walks pretty far with nothing but a really rough node layout.

So, is this just a known problem with the AI of monsters, or is this abnormal in any way? Placing a bunch of scripted_sequences doesn't work so well, because the subject will pause every time they hit one. I guess I've never even needed for my monsters to walk this far before, so I've never encountered anything like it.
Posted 16 years ago2007-12-19 16:39:36 UTC Post #241510
Did you try using an aiscripted_sequence instead? WCD just answered a question about these, maybe he can make a little tutorial of dos and donts. (I have problems using these too)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2007-12-19 18:00:13 UTC Post #241518
I'll try that, but if it can't find the right path to take, I don't know what good it'll do.
Posted 16 years ago2007-12-19 19:24:01 UTC Post #241533
are you allowed to make scripted seqences make guys follow path_corners?
Posted 16 years ago2007-12-19 23:12:23 UTC Post #241548
I just ended up using three different scripted_sequences to get him there. Looks a tad strange when he stops to turn, but hey, it's Half-Life.
Posted 16 years ago2007-12-19 23:19:11 UTC Post #241553
Does the scientist have to be in full view the whole time? You might be able to hide the lag if he's out of view for a quick second.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-19 23:20:06 UTC Post #241554
Nah, he's gotta be in view. It's alright, I can live with it.
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