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 > >>> > >>> > _______________________________________________ > >>> 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 > >> > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or > view the list archives, > >> please visit: > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > __________________________________________________________ > >> Not happy with your email address?. > >> Get the one you really want - millions of new > email addresses available now > >> at Yahoo! http://uk.docs.yahoo.com/ymail/new.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 > > > > > > > > _______________________________________________ > 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

