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Best method to make make monsters move around in singeplayer

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SamUK Joined: 17 Dec 2008 Posts: 98 Location: United Kingdom |

Posted: Fri Jan 01, 2010 8:23 pm Post subject: Best method to make make monsters move around in singeplayer |

Solitude has started adding singe player monsters. I've got two questions. 1) What is the best method to make monsters move around in quake. I want it to look more natural, instead of them moving zig-zaged. 2) There's a specific monster, that I want to be able to walk on walls (Not the ceiling) is that possible?
Thanks.
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Working on Solitude

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Fri Jan 01, 2010 8:44 pm Post subject: |

All of this is possible, and there's no best method. You'll really need to be more specific on what you're after. For example, do you want navigation, or just movement? To give a simple answer on #1, try mauvetogoal (NOTE: I don't mean movetogoal).
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SamUK Joined: 17 Dec 2008 Posts: 98 Location: United Kingdom |

Posted: Fri Jan 01, 2010 9:08 pm Post subject: |

Navigation, but I'd want to avoid the zig-zag effect often present with quake characters movement. I'll give it a shot. For number 2, it's just random movement, it's a parasite so it doesn't really move around with intelligently. _________________
Working on Solitude

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Fri Jan 01, 2010 9:08 pm Post subject: |

why not just set its goal as the player? _________________ QuakeDB - Quake ModDB Group

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SamUK Joined: 17 Dec 2008 Posts: 98 Location: United Kingdom |

Posted: Fri Jan 01, 2010 9:28 pm Post subject: |

Because then they'll be still until they notice the player, which just wouldn't look good. Also, it wouldn't work, as one monster tends to get scared if he see's others of his type die. When he gets' scared, he runs away from the player. _________________
Working on Solitude

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Fri Jan 01, 2010 9:36 pm Post subject: |

why not code it to ignore that? (iv never seen it happen) _________________ QuakeDB - Quake ModDB Group

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SamUK Joined: 17 Dec 2008 Posts: 98 Location: United Kingdom |

Posted: Fri Jan 01, 2010 9:43 pm Post subject: |

To ignore what? _________________ Working on Solitude

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Fri Jan 01, 2010 9:55 pm Post subject: |

other similar monsters dying or running away which ever. _________________ QuakeDB - Quake ModDB Group

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Chip Joined: 21 Jan 2009 Posts: 314 Location: Romania |

Posted: Sat Jan 02, 2010 11:43 am Post subject: |

I imagine a Left4Dead scene where monsters run towards the player describing a semi circle or a circle arc. That would be nice, and scary. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Mon Jan 04, 2010 5:59 am Post subject: Re: Best method to make make monsters move around in singepl |

SamUK wrote:
Solitude has started adding singe player monsters. I've got two questions. 1) What is the best method to make monsters move around in quake. I want it to look more natural, instead of them moving zig-zaged. 2) There's a specific monster, that I want to be able to walk on walls (Not the ceiling) is that possible?
Thanks.

For the first one, I am/have been doing some work on our AI and that is partly done.
For the second one, yes it is possible.
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Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Mon Jan 04, 2010 11:30 am Post subject: |

As far as walking on walls, you can simply trace outwards and apply force toward the wall when the trace hits or set the origin against the wall, then move along the wall's angles instead of the standard ones.

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Sun Jan 10, 2010 1:40 am Post subject: |

Yay, MauveToGoal got a mention! btw the easiest way to get rid of the zig-zag of movetogoal is to make movetogoal seconday, something like this (untested).

Code:
void(float howquick) MauveWalk = { self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin); ChangeYaw(); if (!walkmove(self.angles_y, howquick))
movetogoal(howquick);
};

Then it'll only use movetogoal if it hits an obstacle, else run directly towards the target. It'll probably get stuck a lot more though.
Also, I'm totally back.
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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Tue Jan 19, 2010 3:02 pm Post subject: |

MauveBib wrote:
Yay, MauveToGoal got a mention! btw the easiest way to get rid of the zig-zag of movetogoal is to make movetogoal seconday, something like this (untested).

Code:
void(float howquick) MauveWalk = { self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin); ChangeYaw(); if (!walkmove(self.angles_y, howquick))
movetogoal(howquick);
};

Then it'll only use movetogoal if it hits an obstacle, else run directly towards the target. It'll probably get stuck a lot more though.

Wait, isn't this how mauvetogoal works? Am I missing something?

MauveBib wrote:
Also, I'm totally back.

Yay!
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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Wed Jan 20, 2010 1:41 am Post subject: |

That was the original mauvetogoal idea as used in several mods, but the one you linked to uses .movement etc for a movetype_walk entity in DP. Botclient stuff, y'know. _________________ Apathy Now!

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Wed Jan 20, 2010 1:56 pm Post subject: Re: Best method to make make monsters move around in singepl |

SamUK wrote:
2) There's a specific monster, that I want to be able to walk on walls (Not the ceiling) is that possible?

I think you can make it "fly" so high it almost "touch" the sky. You will rotate the model 180degrees, to make it look "walking" on the ceiling. If the ceiling is flat, the effect will be perfect, I guest.

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