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Sleeping enemies
Posted: Tue Jun 04, 2013 10:21 pm
by mofu23
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.
Re: Sleeping enemies
Posted: Wed Jun 05, 2013 10:46 am
by drm_wayne
make idle animations sleeping, and when touching him / make noise he will getup and follow you, easy as cake.
Re: Sleeping enemies
Posted: Wed Jun 05, 2013 8:33 pm
by mofu23
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
Re: Sleeping enemies
Posted: Wed Jun 05, 2013 9:06 pm
by gnounc
This may be of interest to you.
in w_attack in weapons.qc
Code: Select all
self.show_hostile = time + 1; // wake monsters up
Re: Sleeping enemies
Posted: Thu Aug 01, 2013 2:29 am
by metlslime
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)