-- [ Picked text/plain from multipart/alternative ] Myself have looked at the npc jump code, for antlions. What I understood to be occuring, though I could be wrong, and it has been a while since I examined it, but it is basically the same as using the hint node override jump position except the code is picking a position close to the target and seeing if it is a location that can be jumped to, and if it can then it overrides to allow the jump as the jump behavior is precoded to use three jump animations jump_glide, jump_land, etc. So depending on the effect you want is how you would animate those three animations to show the kind of jump you want the npc to do, like if you wanted a long leap like the antlions and zombies you would make the animation have a very strong initial leap and then the glide needs to look like it has some forward momentum unlike the humanoid jump animations which are designed to look like they are dropping from one position to another below. Hope this helps you some how, ps: the animation stuff is handled in the hint behavior I believe if I recall correctly.
Chris On 1/27/06, Matt <[EMAIL PROTECTED]> wrote: > > Talia, > > That is some interesting stuff and I will definitely look into your > suggestions, thanks much. > > Matt > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Spektre > Sent: Thursday, January 26, 2006 9:06 PM > To: [email protected] > Subject: Re: [hlcoders] Help with figuring out NPC movement... > > 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 > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- > No virus found in this incoming message. > Checked by AVG Free Edition. > Version: 7.1.375 / Virus Database: 267.14.23/243 - Release Date: 1/27/2006 > > > -- > No virus found in this outgoing message. > Checked by AVG Free Edition. > Version: 7.1.375 / Virus Database: 267.14.23/243 - Release Date: 1/27/2006 > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

