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NPC problems


EvilJedi

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I tried making a type of "NPC movie" but for MP. By this I don't mean a cutscene, I mean a couple NPCs doing funny stuff for you to watch from behind a glass window.

 

I have so far:

 

1) You press a button to start the "movie" which spawns 3 stormtroopers

2) Stormtroopers run to their waypoints and finally the point_combat.

3) Point_combat is inside triggers connected to target_kill. The triggers have a wait of 4.

4) As soon as the stormies die, a jedi sound is played and a grid breaks. Jedi shows up out of the grid and dies a while later.

 

My problems: The stormies will not move from waypoint to waypoint in neither MP nor SP. I find this a little weird since it worked before and now it doesn't.

 

Here is a 3D view picture of the "movie"

 

Npc.gif

 

Red blocks: Stormtrooper NPCs

Yellow blocks: Waypoints

Purple blocks: Point_combat

Green blocks: triggers.

Small red block: target_speaker

Small grey blocks: target_kill.

 

Any suggestions?

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script it,,,,

cuz the "stormies" have to c u to move,,,,i think that they cant do that if u have a brush betwen u,,,

and if they would c u,,, they probably would shot at u!

im just a newbie in real scripting so im sry i cant help u with that

just give me some days and ill (maybe) find out how to do it,,,,

 

 

 

btw is it u evil that is in WZ-Mod?

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Oh yeah, I forgot they need to see you.. But there is/was always glass between (and I put a physics_clip brush because the bullets went through the glass) and it worked back when I had only glass. So should I maybe take out the physics_clip brush? And they do shoot at you (well not anymore, because they apparently don't see you), is there a way to take out the shooting, or take away their guns?

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u can make new npc's,,,,

or just script it,,,, i think it is like this,,,,

 

//(BHVD)

 

affect ( "stormie1", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_DONTFIRE", /*@BOOL_TYPES*/ "true" );

}

 

 

//(BHVD)

 

affect ( "stormie1", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_DONTSHOT", /*@BOOL_TYPES*/ "true" );

}

 

 

 

 

u can download behaved here

 

 

u dont need to use SET_DONTSHOT , that only makes npc's to not shot at the npc,,,, i think that will work,,,

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