Definitely possible, though I suspect there's a way to do similar things in
hammer without modifying any code.  Don't NPCs have some kind of input to
disable/enable AI?

On Tue, Jun 17, 2008 at 4:30 PM, Robert Briscoe <[EMAIL PROTECTED]> wrote:

> Hi,
>
> So I have recently started planning out an idea of a small SP mod for the
> source engine which i plan to make over the summer and release around
> October. Without going into the intricate details of the mod it's self Im
> toying with using either hl2's npc zombies or ideally having slightly
> modified versions which act slightly differently than they currently do.
>
> Of course the latter needs code work which as an artist is way out of my
> league, but im wondering if anyone here would be willing to help me out, or
> at least give me an idea how hard it would be, from a coders point of view,
> to implement it into a mod.
>
> To give you an idea of exactly what im looking for here is a basic
> description:
>
> A way of LODing out the AI if the zombie is at a certain distance from the
> player.
> For example: Once the player is 2048 units away from the NPC it will cease
> all AI and just play an idle animation remaining in a 'sleep state' until
> the player is within 2048 units radius of the NPC.
> The reason for this is that im thinking of ways to have alot of zombie NPCs
> spread over a large area without clogging up the CPU on pointless walking
> and pathfinding stuff like they do now while they idle.
>
> Secondly, I recently played the latest version of SMOD and noticed they
> they added a pretty cool new type of zombie as shown in this video from
> SMOD: Tactical:
> http://www.youtube.com/watch?v=4nIArug7ENk&feature=related
>
> It seems like a pretty simple AI modification to an NPC citizen or
> something, where they are idle until they see or hear the player then just
> run straight at them causing damage if they come into close contact with the
> player. They also seem to run to random path nodes whilst searching for the
> player also which also crude looks pretty convincing!
>
> If you're now thinking "why dont you just use SMOD?" its because they have
> no source code to implement the zombie LOD system which is more important
> atm and SMOD is not very mapper/modder friendly (it doesnt even have a FDG
> entity file for hammer). I also need to use some Orange box specific
> features for the mod to have some outstanding visuals.
>
> Anyway any advice or help anyone can offer would be greatly appreciated!
>
> Thanks!
> Robert Briscoe
> www.littlelostpoly.co.uk
>
>
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