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Sleeping enemies

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Sleeping enemies

Postby mofu23 » Tue Jun 04, 2013 10:21 pm

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.
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Re: Sleeping enemies

Postby drm_wayne » Wed Jun 05, 2013 10:46 am

make idle animations sleeping, and when touching him / make noise he will getup and follow you, easy as cake.
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Re: Sleeping enemies

Postby mofu23 » Wed Jun 05, 2013 8:33 pm

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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Re: Sleeping enemies

Postby gnounc » Wed Jun 05, 2013 9:06 pm

This may be of interest to you.

in w_attack in weapons.qc

Code: Select all
self.show_hostile = time + 1;   // wake monsters up
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Re: Sleeping enemies

Postby metlslime » Thu Aug 01, 2013 2:29 am

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)
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