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
> >
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      Developer of CST and ZHLT 3.0 http://www.zhlt.info
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