Removing the model would be certainly be good enough for what i need, but how do you go about this in code? Could you give an example that I can pass on to my coder? I might even be able to implement it myself if its something I can just copy and paste.
P.S. Sorry if the code I posted makes no sense, im still trying to figure out where the alterations were made in the source code. Thanks! Rob ----- Original Message ---- From: Tom Leighton <[EMAIL PROTECTED]> To: Discussion of Half-Life Programming <[email protected]> Sent: Sunday, 29 June, 2008 4:14:00 PM Subject: Re: [hlcoders] LOD-ing zombie AI, is it possible? Could you simply remove the Model, leaving the NPC Entity there? IIRC Collision is done by the model (You could also set it so you can walk through it). Tobias Kammersgaard wrote: > That code seems pretty messed up to me, sure that's the actual code? > Reactivating the NPC shouldn't be too hard, at least not on the top of my > head! > > /ScarT > > 2008/6/29 Robert Briscoe <[EMAIL PROTECTED]>: > > >> Thanks, I recently tried something like this with a coder but we ran into >> some problems which he couldnt resolve. We got the NPC sleep radius working >> pretty fast, but I really wanted take the optimisation a small step further. >> The idea I had was to put the NPC into 'stasis' at a certain distance >> (done), but then to also cull it completely from the world and a slightly >> larger distance. So I asked if we could somehow destroy the NPC, leaving >> just a marker of somekind (for position and possibly rotation) and then >> spawn NPC back in again when the player gets within the culling distance. >> The problem he had was that when he spawned in the NPC, for some reason it >> was stuck in stasis, no animation or anything. It was like it wasn't >> initialising the AI upon spawning. >> If you were to approach this idea, what do you think the best way to >> approach it is? >> As I've mentioned I dont know much about code but I can quote from an email >> which he sent to me: >> "I changed the name of the Spawn() function to ActualSpawn(). I added >> Think() function which acts as a think function. The think function gets >> called by Spawn(), which is what I created. This is the only way I can think >> of to get the zombie to check continuously if it should spawn or not. It is >> the think function that is making things messed up and I can't figure out >> what to do just yet." >> Here is the code: >> >> void >> { >> { >> BaseClass::NPCInit(); >> ActualSpawn(); >> }CZombie::Think()if(BaseClass::GetAbsOrigin().DistTo(UTIL_PlayerByIndex(1)->GetAbsOrigin()) >> <=256)else{ >> SetNextThink(gpGlobals->curtime +1.0f); >> } >> }void >> { >> Think(); >> }CZombie::Spawn() >> >> >> ----- Original Message ---- >> From: Christopher Harris <[EMAIL PROTECTED]> >> To: Discussion of Half-Life Programming <[email protected]> >> Sent: Sunday, 29 June, 2008 6:52:13 AM >> Subject: Re: [hlcoders] LOD-ing zombie AI, is it possible? >> >> Override NPCThink() >> >> In Psuedo Code >> >> If npc origin - player origin is greater than or equal to 2048 >> Return; >> >> BaseClass::NPCThink(); >> >> >> >> This actually makes them not animate or do any AI things. Though it is fine >> since player wont see them if he is 2048 units away. >> >> Chris >> >> -----Original Message----- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Robert >> Briscoe >> Sent: Wednesday, June 18, 2008 4:41 AM >> To: Discussion of Half-Life Programming >> Subject: Re: [hlcoders] LOD-ing zombie AI, is it possible? >> >> Apologies, a friend of mine from the steam forums suggested I might have >> more luck posting the problem on hlcoders. >> >> >> ----- Original Message ---- >> From: Tom Edwards <[EMAIL PROTECTED]> >> To: Discussion of Half-Life Programming <[email protected]> >> Sent: Tuesday, 17 June, 2008 11:47:02 PM >> Subject: Re: [hlcoders] LOD-ing zombie AI, is it possible? >> >> It's best to keep discussions in one place. If you really must >> cross-post, link instead of pasting. >> >> http://forums.steampowered.com/forums/showthread.php?p=7749435 >> >> Robert Briscoe 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! 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