Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 5 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: Getting an NPC to repel
[AoG]Vortex~rb
General Member
Since: Dec 23, 2006
Posts: 413
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Monday, Aug. 12, 2002 02:42 pm
I spent several fruitless hours over the weekend trying to get an NPC to repel.  Can someone help me out with this?

The level I'm working on calls for a cutscene of John Mullins repelling from a helicopter, so this will be a repel with no wall adjacent, if that's possible.

I tried to get an NPC to free repel and wall repel, but was unsuccessful with both.  They would instead fall to their demise.

Help.
Share |
mechanodroid~rb
General Member
Since: Dec 23, 2006
Posts: 154
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Monday, Aug. 12, 2002 02:57 pm
Quote ([AoG]Vortex @ Aug. 12 2002, 09:42 am)
I spent several fruitless hours over the weekend trying to get an NPC to repel.  

Some might call making a man rapel "black magic". ;)
It's pretty difficult, you need all the navs lined up right on top of each other and you need his spawn position to be very close to the first one.  Then script him to path down to a nearby navpoint.  

There's an example of this on hos3 if you want to have a look at that.
Share |
[AoG]Vortex~rb
General Member
Since: Dec 23, 2006
Posts: 413
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Monday, Aug. 12, 2002 03:20 pm
Thanks, I'll try it out tonight.
Share |
[AoG]Vortex~rb
General Member
Since: Dec 23, 2006
Posts: 413
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Wednesday, Aug. 14, 2002 12:40 pm
Okay, I got it to work in a test map, but when I put it in my real map it wouldn't work.

The biggest difference between the two was the length of the repel.  In the real map it's over 2000 texels.  I put a nav point every 288 units but it still wouldn't go.  Is Mullins afraid of heights (ie: is there a max height he'll repel)?
Share |
mechanodroid~rb
General Member
Since: Dec 23, 2006
Posts: 154
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Thursday, Aug. 15, 2002 08:19 pm
Quote ([AoG]Vortex @ Aug. 14 2002, 07:40 am)
Okay, I got it to work in a test map, but when I put it in my real map it wouldn't work.

The biggest difference between the two was the length of the repel.  In the real map it's over 2000 texels.  I put a nav point every 288 units but it still wouldn't go.  Is Mullins afraid of heights (ie: is there a max height he'll repel)?

There might be a missing a connection in the real map.  Make sure the entire length of the rappel connects.  Use g_navPointDebug 4 to verify.
Share |
[AoG]Vortex~rb
General Member
Since: Dec 23, 2006
Posts: 413
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Thursday, Aug. 15, 2002 08:38 pm
Checked it, and it seems fine, except that I had a helluva time getting them all to connect on the floor (uneven surface).  Maybe that's where my problem lies.

<sigh>  Maybe I'll just make the chimney bigger and have the helicopter land in the cave.  Now THAT would be some fun scripting! ;)
Share |
mechanodroid~rb
General Member
Since: Dec 23, 2006
Posts: 154
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Tuesday, Aug. 20, 2002 03:38 pm
Quote ([AoG]Vortex @ Aug. 15 2002, 3:38 pm)
Checked it, and it seems fine, except that I had a helluva time getting them all to connect on the floor (uneven surface).  Maybe that's where my problem lies.

<sigh>  Maybe I'll just make the chimney bigger and have the helicopter land in the cave.  Now THAT would be some fun scripting! ;)

Where the points intersect the floor it should be pretty close to a 90 degree angle, I'm not sure if it will work if it's too far off.  If it makes you feel better, it took out (professional) designer a good day to get this working well on hos3.

--mech
Share |
[AoG]Vortex~rb
General Member
Since: Dec 23, 2006
Posts: 413
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Tuesday, Aug. 20, 2002 04:50 pm
I finally got it working last night.  One of the points - where it went through the narrowest part of the sinkhole - was too close to a wall.  I won't mention how many hours I lost to this!  Now I can finally get to work on the camera movement!

Thanks for all the help!
Share |
ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Thursday, Sep. 5, 2002 12:05 pm
Quote (mechanodroid @ Aug. 12 2002, 09:57 am)
Quote:
Then script him to path down to a nearby navpoint.  
 

Arghhh!!!! I can't get this working... when you say "path down to a nearby navpoint" do i just make the npc's target the lowest navpoint... or do i have to write a script which tells him to goto each individual navepoint?? plz help me with this... I just don't get it.
Share |
mechanodroid~rb
General Member
Since: Dec 23, 2006
Posts: 154
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Thursday, Sep. 5, 2002 09:46 pm
Quote (ShockRave @ Sep. 05 2002, 07:05 am)
Quote (mechanodroid @ Aug. 12 2002, 09:57 am)
Quote:
Then script him to path down to a nearby navpoint.  
 
Arghhh!!!! I can't get this working... when you say "path down to a nearby navpoint" do i just make the npc's target the lowest navpoint... or do i have to write a script which tells him to goto each individual navepoint?? plz help me with this... I just don't get it.

Not each individual navpoint, just the last navpoint on the path.  LICH will plan the entire path, but you need to give the last point, and make sure the nav lines connect all the way down the path (thats the hard part in this case).
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Soldier of Fortune : SoFII Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»