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FPSC Classic Scripts / Waypoint following Mobs Openning doors

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ktaragorn
14
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Joined: 7th Nov 2010
Location:
Posted: 8th Nov 2010 01:46
Hi, we are making a game as a part of a project for class. We are trying to use waypoints to make a patroling mob that attacks when he sees the player. However, when this patroling mob passes any doors, they pop open. This is doubly bad because we use that to spawn mobs behind them. The corridor that the way point passes through is quite small.. is this the reason? is there a way to avoid this? This is a kinda urgent problem, so an answer would be much appreciated.
ktaragorn
14
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Joined: 7th Nov 2010
Location:
Posted: 10th Nov 2010 02:05
can anyone help?
King Of Khaos
15
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Joined: 25th Feb 2009
Location: Not ALL the windows were locked...
Posted: 10th Nov 2010 19:34 Edited at: 10th Nov 2010 19:37
I know exactly what you're talking about. If you're using a "chase" script, then the enemy opens doors, even if it's not going through them. This is because the script must tell a nearby door to open, so the enemy doesn't run into it. A simple solution would be to make the corridor wider, and make the waypoint lead through the very center. Another way to get around this would be to use key or remote doors instead of normal (use) doors. This will prevent the door from opening when the enemy passes by, but still open when the player enters a trigger zone, flips a switch or uses a key. I'm sure there are ways of editing the main AI script of the enemy to stop it from opening the doors, but i'm still a beginner at the scripting language, so it would be better if somone else helped you with that. Also, IF the waypoint goes through a door you DO want the enemy to open, you still want it to be able to open that specific one. So i would try the alternatives first before going about removing the command to open nearby doors.

Cheers, Jake
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-The Clarkson Residence- (WIP)
Seth Black
FPSC Reloaded TGC Backer
19
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 10th Nov 2010 20:28 Edited at: 10th Nov 2010 20:28
...must agree with King of Khoas' general assessment, and suggestion.

To fine-tune the doors' sensitivity to entities, and make it more precise, you could
also tweak the distance specifcations, in the door scripts.

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