Matt wrote: >If anyone could help with a brief walk through of the code or some sample >code on how to changes things in that general area or even a good place to >go to find out more info, that would be incredibly helpful. > > I'm not a coder, but from a level designer's standpoint and a gameplay standpoint, I've pushed the AI about as far as it will go without reprogramming it. I'll share a little bit of what I've learned here, in the hopes that it will help you with your goal. I've found it's pretty easy to get the NPCs to jump down from an object, but getting them to jump up to something is another thing entirely. You'll probably want to have a look at how the fast zombies navigate, to get an idea at how they work. They use the jump paths calculated off the info_node graph to determine where they're allowed to jump from/to. The NPCs, just like the player, will step over an object up to 18 units high. They don't know how to jump onto an object higher than that, really (other than the exception of the fast zombie). I've found that the moveprobe is an excellent tool to see how the AI's navigation routines work. You'll wanna play with it a bit in-game to figure it out. Also. The AI requires hint nodes with the "Override Jump Permission" type to allow any NPC other than the fast zombies to jump from one height level down to another. That's about the extent of my knowledge. Check the fast zombies. Talia
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