Monster walk off edges?
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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.
- Ghost_Fang
- Posts: 336
- Joined: Thu Nov 12, 2009 4:37 am
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.
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.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
next you need to make them grab the ledge
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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)
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
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.
- Ghost_Fang
- Posts: 336
- Joined: Thu Nov 12, 2009 4:37 am
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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Downsider - Posts: 621
- Joined: Tue Sep 16, 2008 1:35 am
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.
- Ghost_Fang
- Posts: 336
- Joined: Thu Nov 12, 2009 4:37 am
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