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Monster walk off edges?

 
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Sat Jul 24, 2010 7:27 pm    Post subject: Monster walk off edges? Reply with quote

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

PostPosted: Sat Jul 24, 2010 8:02 pm    Post subject: Reply with quote

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.
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Ghost_Fang



Joined: 12 Nov 2009
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PostPosted: Sun Jul 25, 2010 3:48 am    Post subject: Reply with quote

hey! that was easy! thanks a lot!
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Sun Jul 25, 2010 5:20 am    Post subject: Reply with quote

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)

Wink
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Sun Jul 25, 2010 7:05 am    Post subject: Reply with quote

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
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PostPosted: Sun Jul 25, 2010 10:30 pm    Post subject: Reply with quote

maybe waypoints, and a func_climb or trigger...
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Spike



Joined: 05 Nov 2004
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Location: UK

PostPosted: Sun Jul 25, 2010 10:59 pm    Post subject: Reply with quote

tracebox!
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Ghost_Fang



Joined: 12 Nov 2009
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PostPosted: Mon Jul 26, 2010 4:34 am    Post subject: Reply with quote

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

PostPosted: Mon Jul 26, 2010 4:44 pm    Post subject: Reply with quote

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

PostPosted: Mon Jul 26, 2010 7:55 pm    Post subject: Reply with quote

^^ 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

PostPosted: Tue Jul 27, 2010 5:42 am    Post subject: Reply with quote

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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