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Topic: Getting an NPC to repel |
| [AoG]Vortex~rb |
General Member Since: Dec 23, 2006 Posts: 413 Last: Dec 23, 2006 [view latest posts] |
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| mechanodroid~rb |
General Member Since: Dec 23, 2006 Posts: 154 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Monday, Aug. 12, 2002 02:57 pm |
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| 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. |
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| [AoG]Vortex~rb |
General Member Since: Dec 23, 2006 Posts: 413 Last: Dec 23, 2006 [view latest posts] |
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| [AoG]Vortex~rb |
General Member Since: Dec 23, 2006 Posts: 413 Last: Dec 23, 2006 [view latest posts] |
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| mechanodroid~rb |
General Member Since: Dec 23, 2006 Posts: 154 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Thursday, Aug. 15, 2002 08:19 pm |
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| 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. |
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| [AoG]Vortex~rb |
General Member Since: Dec 23, 2006 Posts: 413 Last: Dec 23, 2006 [view latest posts] |
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| mechanodroid~rb |
General Member Since: Dec 23, 2006 Posts: 154 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Tuesday, Aug. 20, 2002 03:38 pm |
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| 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 |
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| [AoG]Vortex~rb |
General Member Since: Dec 23, 2006 Posts: 413 Last: Dec 23, 2006 [view latest posts] |
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| ShockRave~rb |
General Member Since: Dec 23, 2006 Posts: 58 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Thursday, Sep. 5, 2002 12:05 pm |
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| 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. |
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| mechanodroid~rb |
General Member Since: Dec 23, 2006 Posts: 154 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Thursday, Sep. 5, 2002 09:46 pm |
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| 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). |
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