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FPSC Classic Models and Media / Zombies running to player

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Nickydude
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Posted: 3rd Nov 2011 02:18 Edited at: 3rd Nov 2011 02:18
Take a look at the following image:



How do I get the (bond1's mob) zombies at the top right to run through the tunnel to the player at the trigger zone? Basically I want them to run down the long tunnel as soon as they are spawned from quite a distance away.

I reject your reality and substitute my own...
raymondlee306
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Posted: 3rd Nov 2011 03:25
If you can find the original Zombie pack 1 thread I asked about how to make them follow waypoints. Bond1 and someone else was nice enough to post it there. You can then just adjust the speed in the fpi. I searched for it for you but didn't seem to find it.
Nickydude
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Posted: 3rd Nov 2011 19:26
I've managed to get the zombies running but they get stuck in the walls.

I reject your reality and substitute my own...
X Games
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Posted: 3rd Nov 2011 19:32 Edited at: 3rd Nov 2011 19:36
not 100% but would a waypoint not work to miss the walls or the option so the see you from a distance

The Storyteller 01
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Posted: 3rd Nov 2011 19:36
The trick is to set the range at which the zombies stop following waypoints and directly attack the player so low, that they only run straight at him after they passed the last corner/obstacle.

In case you find my grammar and spelling weird ---> native German speaker ^^
BlackFox
FPSC Master
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Posted: 3rd Nov 2011 19:37
Quote: "I've managed to get the zombies running but they get stuck in the walls."


Are the walls segments or entities?

One of the tricks we used was make invisible walls (straight and curved) which helped us prevent the characters from running and getting stuck in walls, particularly when there is some distance involved and they try to "take a shortcut".


Twitter: @NFoxMedia
xplosys
19
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Playing: FPSC Multiplayer Games
Posted: 3rd Nov 2011 20:02
I'm thinking about opening a school for FPSC actors. They really are pretty stupid.

Theory: Actors follow waypoint until it ends (which would be past the last obstacle) or player can be seen (line of sight). If it can be done, the actor would also need to return to the waypoint when and if the player moves out of sight or distance.

I wish there was a way that wouldn't eat up so much calculation.

Is there a command that makes an actor move to an object? Can you make the actors run straight ahead to an item (say a picture on the wall at the end of the hall) and then break lose and chase the player when he can be seen?

Brian.

!retupmoc eht ni deppart m'I !pleH

Nickydude
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Posted: 3rd Nov 2011 20:06 Edited at: 6th Nov 2011 12:54
I'm using the Gothic Tunnels segments by (I think) Wizard of Id.

I reject your reality and substitute my own...

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