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Monster walk off edges?

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Sat Jul 24, 2010 7:27 pm Post subject: Monster walk off edges? |

It is complicated to make monsters be able to walk off ledges? What kind of work would that invlove? Cause i know monsters don't use velocity like players. So i dont know where to start.

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Sat Jul 24, 2010 8:02 pm Post subject: |

self.flags = self.flags | FL_PARTIALGROUND; add that call before movetogoal or walkmove in the ai qc code. That will allow it to step to whereever else its ground is partial, or not even present, allowing it to plumet to its death. Use with caution, as monsters tend to strafe a bit in order to get to players, as well as follow walls a little too, which can easily cause them to get stuck in lava/slime/water/pits.
_________________
What's a signature?

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Sun Jul 25, 2010 3:48 am Post subject: |

hey! that was easy! thanks a lot!

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Sun Jul 25, 2010 5:20 am Post subject: |

next you need to make them grab the ledge Left4Quake forum:

Quote:
Re: List for work READ NOW Postby corytheidiot » Sun Jul 04, 2010 12:21 pm Necrod wrote:Also CODE: - Grab edge (when trying to jump off the roof)
Oh yeah, forgot all about that one.
also
Code:
Zombie climb edge (for use alongside frikbots)

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Sun Jul 25, 2010 7:05 am Post subject: |

yea i have NO idea where to begin with zombies climbing ledges. I don't suppose you don't either?

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Sun Jul 25, 2010 10:30 pm Post subject: |

maybe waypoints, and a func_climb or trigger...

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Sun Jul 25, 2010 10:59 pm Post subject: |

tracebox! _________________ What's a signature?

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Mon Jul 26, 2010 4:34 am Post subject: |

r00k wrote:
maybe waypoints, and a func_climb or trigger...

Thats exactly what i was thinking, a func_climb to be placed where the mappers would allow the zombies to climb, and maybe add some sort of variable if the climb spot is below waist, eye level, or jump level. And would play the animations accordingly. But I dont know what exactly how i could get them "up-and-over" a ledge.

Spike wrote:
tracebox!

As in? Be a bit more specific, im not entirely familiar with that term.

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Mon Jul 26, 2010 4:44 pm Post subject: |

All you have to do is trace directly in front of it, and then another trace above that trace. If the top one doesn't hit and the bottom one does, then you can do another trace downwards to get the height of the obstacle. If it's over a stair-stepping bias, then set his angles to the normal of the trace line, run the climbing animation, and chuck him on top of the obstacle.

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Mon Jul 26, 2010 7:55 pm Post subject: |

^^ What Downsider said. A tracebox is a 3d trace, where as a traceline ist just 2 verts. hmm i forget how movetogoal works now..

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Tue Jul 27, 2010 5:42 am Post subject: |

where could i find a example/sample of where it is used? (Or if one could supply one to teach me) cause i dont think i have ever cam across one.

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