Actually that was my first impression also. I thought it would be possible to at least trigger the zombies into a sleep state via hammer and parented triggers, but there isnt an input for sleep on NPCs at all it seems, only to wake them. Seems strange really, I have no idea why it wasnt included. ----- Original Message ---- From: Skillet <[EMAIL PROTECTED]> To: Discussion of Half-Life Programming <[email protected]> Sent: Tuesday, 17 June, 2008 11:03:35 PM Subject: Re: [hlcoders] LOD-ing zombie AI, is it possible?
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 > > > __________________________________________________________ > Sent from Yahoo! Mail. > A Smarter Email http://uk.docs.yahoo.com/nowyoucan.html > > _______________________________________________ > 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 __________________________________________________________ Sent from Yahoo! Mail. A Smarter Email http://uk.docs.yahoo.com/nowyoucan.html _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

