Cool! Some of this stuff needs to find a home in nightfall at some stage - thanks for the tips
Adam --- Chris Harris <[EMAIL PROTECTED]> wrote: > -- > [ 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 > > -------- My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

