Thomas K,

Your suggestion set me on the right track.  Half-Life's version of
navigation is Nodegraphs, and in order to get any NPC to jump off ledges,
you would look into info_node_hint entities in Hammer, with the Hint set to
Override jump permission set and positioned where the landing should be.  It
looks a little hokey, but the functionality is pretty much what I want.
Thanks!

-Corey

On Mon, Apr 6, 2009 at 6:18 PM, Corey Elizabeth Brennan <
[email protected]> wrote:

> HLCoders,
>
> Thomas K - I'll look into it.  Thanks!
>
> BTW, my group has another problem.  In the Model Viewer, you can look at
> each of the bones and hitboxes for the custom NPC.  However, only one of the
> hitboxes seems to register, so hitting that bone results in damage, but
> hitting any other bone results in no damage.  How do I activate the rest of
> the hitboxes?  Thanks in advance for any help!
>
> -Corey
>
>
> On Mon, Apr 6, 2009 at 5:58 PM, Thomas K <[email protected]> wrote:
>
>> Have you tried manually editing the nav mesh and setting up one way
>> connections? http://developer.valvesoftware.com/wiki/Navigation_Meshes
>>
>> On Mon, Apr 6, 2009 at 8:40 PM, Corey Elizabeth Brennan <
>> [email protected]> wrote:
>>
>> > HLCoders,
>> >
>> > My group is having trouble getting a custom-content NPC to run off
>> ledges
>> > to
>> > follow the player.  The player is supposed to provoke NPCs by
>> approaching
>> > them, and the NPC is supposed to follow the player until one of them is
>> > dead
>> > or an elude distance is reached.  If the edge of a ledge is in the way,
>> the
>> > NPC stops at the edge rather than falling off and continuing to chase
>> like
>> > it's supposed to.  So far I've tried futzing with ground checks, but I
>> > think
>> > they're irrelevant.  My current opinion is that the bounding box is a
>> > little
>> > too large, but I'm stuck for ideas of how to shrink the bounding box.
>>  Any
>> > ideas of what to try next are greatly appreciated.
>> >
>> > -Corey
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