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Best method to make make monsters move around in singeplayer

 
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SamUK



Joined: 17 Dec 2008
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PostPosted: Fri Jan 01, 2010 8:23 pm    Post subject: Best method to make make monsters move around in singeplayer Reply with quote

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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Urre



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PostPosted: Fri Jan 01, 2010 8:44 pm    Post subject: Reply with quote

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



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PostPosted: Fri Jan 01, 2010 9:08 pm    Post subject: Reply with quote

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.
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ceriux



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PostPosted: Fri Jan 01, 2010 9:08 pm    Post subject: Reply with quote

why not just set its goal as the player?
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SamUK



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PostPosted: Fri Jan 01, 2010 9:28 pm    Post subject: Reply with quote

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.
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ceriux



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PostPosted: Fri Jan 01, 2010 9:36 pm    Post subject: Reply with quote

why not code it to ignore that? (iv never seen it happen)
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SamUK



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PostPosted: Fri Jan 01, 2010 9:43 pm    Post subject: Reply with quote

To ignore what?
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ceriux



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PostPosted: Fri Jan 01, 2010 9:55 pm    Post subject: Reply with quote

other similar monsters dying or running away which ever.
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Chip



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PostPosted: Sat Jan 02, 2010 11:43 am    Post subject: Reply with quote

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.
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Team Xlink



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PostPosted: Mon Jan 04, 2010 5:59 am    Post subject: Re: Best method to make make monsters move around in singepl Reply with quote

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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Downsider



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PostPosted: Mon Jan 04, 2010 11:30 am    Post subject: Reply with quote

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



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PostPosted: Sun Jan 10, 2010 1:40 am    Post subject: Reply with quote

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



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PostPosted: Tue Jan 19, 2010 3:02 pm    Post subject: Reply with quote

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? Razz

MauveBib wrote:
Also, I'm totally back.


Yay!
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MauveBib



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PostPosted: Wed Jan 20, 2010 1:41 am    Post subject: Reply with quote

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.
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Teiman



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PostPosted: Wed Jan 20, 2010 1:56 pm    Post subject: Re: Best method to make make monsters move around in singepl Reply with quote

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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