monster_generic and path tracks Created 7 years ago2017-06-14 23:04:34 UTC by abbadon abbadon

Created 7 years ago2017-06-14 23:04:34 UTC by abbadon abbadon

Posted 7 years ago2017-06-14 23:04:34 UTC Post #335495
My questios is simple. Could I use path tracks to make a monster_generic follow a patrolling route?, I tried and it does not work (I used the In the Beggining tutorials to make sure I did not forget anything), but those tuts are related to npcs not the generic monster entity so that´s why I make that question, did you successfully used generic monsters to follow a patrolling route?.
Posted 7 years ago2017-06-14 23:32:45 UTC Post #335496
Monster_generic doesn't have any AI, so I think you can't make it follow a path. But you could try to create a small platform tied to func_train with "zhlt_noclip" and "zhlt_invisible" set to 1 and place the monster_generic on it.
Posted 7 years ago2017-06-14 23:59:01 UTC Post #335497
Aren't path_tracks specifically used in conjunction with func_track_trains? Try path_corners instead.
Posted 7 years ago2017-06-15 02:20:11 UTC Post #335498
Aren't path_corners the same as path_tracks, the only difference being that path_corners make the train turn?
Posted 7 years ago2017-06-15 02:40:10 UTC Post #335499
How can you make something follow a path if it doesn't even have a basic AI?
Posted 7 years ago2017-06-15 08:50:16 UTC Post #335506
I do believe monster_generics can still walk to scripted_sequences, so try that maybe?
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-06-15 10:13:14 UTC Post #335509
They should be able to teleport to them though, as it is said in the "Keys" tutorial.
Posted 7 years ago2017-06-15 12:18:30 UTC Post #335518
Mmm, should try it. And, monster_player?, will it work?
Posted 7 years ago2017-06-15 12:57:06 UTC Post #335519
Uhm, monster_player?
Posted 7 years ago2017-06-15 13:09:56 UTC Post #335520
Sorry, I don't know why I wrote that. Thought I'd read 'bout that somewher but I am almost sure now that this entity does not exist, sorry for the mistake. :glad:
Posted 7 years ago2017-06-15 18:29:56 UTC Post #335526
Sorry for the double post, I have trouble writing with my fat finger on this tiny screen.
I do believe monster_generics can still walk to scripted_sequences, so try that maybe?
So if I put a monster_generic on point A so it target point B and make so a multi_manager tell the monster play the walk animation it will go from point A to B?.
Posted 7 years ago2017-06-16 02:55:45 UTC Post #335541
I've tried it but the monster_generic will immediately teleport to the last specified entity instead of walking to it
Posted 7 years ago2017-06-16 20:40:49 UTC Post #335542
Right, it does that way...Nevermind, I did code a new monster clone of the barney monster and now all is working fine with scripted sequences. Thanks!! :P
Posted 7 years ago2017-07-09 11:11:31 UTC Post #335947
Uhm, monster_player
Yes, it exist!! It is in the SDK 2.3, I find it!! :)
//================================================
// playermonster - for scripted sequence use
//================================================
Posted 7 years ago2017-07-09 15:20:22 UTC Post #335955
Interesting. Do you have to manually add it to the FGD?
Posted 7 years ago2017-07-09 17:01:20 UTC Post #335959
That's interesting, wonder if its functional or if its incomplete like "weapon_cycler".

But yeah with "Patrolling" you can easily find examples in c1a0 or c1a0d which has a few scripted_sequence entities set to walk where scientists patrol around certain areas in a loop.
Posted 7 years ago2017-07-10 11:01:28 UTC Post #335967
Oh, I finally did the desperate movement of "coding" a full new monster based on barney, it used the player model modified with only 5 or 6 animations, the ones needed for the map, and they work and look fine :)

Thanks for pointing me to that map anyway!!, I don´t feel myself to play again the whole HL to search for a patrolling npc through all the maps ;) :P
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