Its you think function, it you wait around long enough the NPC will wake up, 
take a look at Garrys' motion blur single player fix on the VDC (Based on stock 
hl2 code) for how to fix it.

--------
Owner Nigredo Studios http://www.nigredostudios.com


--- On Mon, 6/30/08, Tom Leighton <[EMAIL PROTECTED]> wrote:

> From: Tom Leighton <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] LOD-ing zombie AI, is it possible?
> To: "Discussion of Half-Life Programming" <[email protected]>
> Date: Monday, June 30, 2008, 12:14 AM
> 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
> >>>
> >>>
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> >>>
> >>>
> >>>
> >>>       
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