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Monster walk off edges?

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Monster walk off edges?

Postby Ghost_Fang » Sat Jul 24, 2010 7:27 pm

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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Postby Spike » Sat Jul 24, 2010 8:02 pm

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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Postby Ghost_Fang » Sun Jul 25, 2010 3:48 am

hey! that was easy! thanks a lot!
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Postby r00k » Sun Jul 25, 2010 5:20 am

next you need to make them grab the ledge

Left4Quake forum:

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)

;)
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Postby Ghost_Fang » Sun Jul 25, 2010 7:05 am

yea i have NO idea where to begin with zombies climbing ledges. I don't suppose you don't either?
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Postby r00k » Sun Jul 25, 2010 10:30 pm

maybe waypoints, and a func_climb or trigger...
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Postby Spike » Sun Jul 25, 2010 10:59 pm

tracebox!
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Postby Ghost_Fang » Mon Jul 26, 2010 4:34 am

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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Postby Downsider » Mon Jul 26, 2010 4:44 pm

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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Postby r00k » Mon Jul 26, 2010 7:55 pm

^^ 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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Postby Ghost_Fang » Tue Jul 27, 2010 5:42 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.
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