Sleeping enemies
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Sleeping enemies
Pikmin features dozens of creatures that fall asleep (or don't show up for a while) until the captin or pikmin disturb their sleep. I am not entirely sure if Kurok or PSP quake can handel this kind of activity but if anyone knows how to do it, please help me out with this.
Thanks in advance.
Thanks in advance.
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mofu23 - Posts: 9
- Joined: Thu Mar 14, 2013 10:11 pm
- Location: That one place
Re: Sleeping enemies
make idle animations sleeping, and when touching him / make noise he will getup and follow you, easy as cake.
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drm_wayne - Posts: 232
- Joined: Sat Feb 11, 2012 5:47 pm
Re: Sleeping enemies
drm_wayne wrote:make idle animations sleeping, and when touching him / make noise he will getup and follow you, easy as cake.
Is there some kind of code that goes with this or is it just animations
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mofu23 - Posts: 9
- Joined: Thu Mar 14, 2013 10:11 pm
- Location: That one place
Re: Sleeping enemies
This may be of interest to you.
in w_attack in weapons.qc
in w_attack in weapons.qc
- Code: Select all
self.show_hostile = time + 1; // wake monsters up
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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
Re: Sleeping enemies
rubicon2 has code for a "sleeping" monster_floyd. I added a new spawnflag and it modifies the AI so they don't wake up you unless directly damaged or triggered by scripting (e.g. grabbing an item.) I also have a different animation loop and skin frame (so the normally glowing visor is dark)
- metlslime
- Posts: 316
- Joined: Tue Feb 05, 2008 11:03 pm
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