Best method to make make monsters move around in singeplayer
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.
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.
Working on Solitude
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).
I was once a Quake modder
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.
That would be nice, and scary.
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Roo Holidays
Fear not the dark, but what the dark hides.
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Re: Best method to make make monsters move around in singepl
For the first one, I am/have been doing some work on our AI and that is partly done.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 second one, yes it is possible.
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).
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.
btw the easiest way to get rid of the zig-zag of movetogoal is to make movetogoal seconday, something like this (untested).
Code: Select all
void(float howquick) MauveWalk =
{
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
ChangeYaw();
if (!walkmove(self.angles_y, howquick))
movetogoal(howquick);
};
Also, I'm totally back.
Apathy Now!
Wait, isn't this how mauvetogoal works? Am I missing something?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).
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.Code: Select all
void(float howquick) MauveWalk = { self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin); ChangeYaw(); if (!walkmove(self.angles_y, howquick)) movetogoal(howquick); };
Yay!MauveBib wrote:Also, I'm totally back.
I was once a Quake modder
Re: Best method to make make monsters move around in singepl
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.SamUK wrote: 2) There's a specific monster, that I want to be able to walk on walls (Not the ceiling) is that possible?