Re: [hlcoders] Enemy AI to attack you...
You need to set the relationships up. It's done in the gamerules class I think, you basically need to copy and paste the SetDefaultRelationships function from the HL2 game rules. garry On 10/21/07, Michael Kramer <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > I'm building my NPC from scratch, and i'm having trouble getting enemy NPC's > to attack me, or other NPC's. > > This is a "From Scratch" Mod, but the AI has been enabled, and relationships > setup, > > It has the assault behavior, and has all the capabilities to attack, but it > just stands in place...and looks at me. And rotates as i walk around it. > > > Any help would be greatly appreciated. > > > -Michael Kramer > -- > > ___ > 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
Re: [hlcoders] Enemy AI to attack you...
-- [ Picked text/plain from multipart/alternative ] The Relationship is setup, that is why i'm confused. But it is completely custom NPC's, no hl2 npc's, But the relationships are still there. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Enemy AI to attack you...
Do you have your anim event in the npc? I know that one of you guys (hlcoders) made an npc with custom ainm events about 3 weeks ago, and it never fired the smg at you, but tossed nades - do a search though the list - should answer your issue. Adam --- Michael Kramer <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > The Relationship is setup, that is why i'm confused. > > But it is completely custom NPC's, no hl2 npc's, > > But the relationships are still there. > -- > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > Owner Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Enemy AI to attack you...
-- [ Picked text/plain from multipart/alternative ] Does the weapon (not the NPC) do this: virtual int CapabilitiesGet() { return bits_CAP_WEAPON_RANGE_ATTACK1; } Regards, Paul On 10/21/07, Michael Kramer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I'm building my NPC from scratch, and i'm having trouble getting enemy > NPC's > to attack me, or other NPC's. > > This is a "From Scratch" Mod, but the AI has been enabled, and > relationships > setup, > > It has the assault behavior, and has all the capabilities to attack, but > it > just stands in place...and looks at me. And rotates as i walk around it. > > > Any help would be greatly appreciated. > > > -Michael Kramer > -- > > ___ > 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
RE: [hlcoders] Enemy AI to attack you...
You might also want to double check that the animation activities are correct (not just the events) - developer 2 will give you a lot more NPC debug info, if a schedule is failing you should be able to figure out why. I had an issue with an NPC recently not moving and it was due to a problem with the activity name (the NPC didn't have a weapon, so it didn't have an acttable to convert ACT_WALK into something it understood) - I added NPC_TranslateActivity to the NPC class and that resolved the issue. On 10/21/07, Michael Kramer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I'm building my NPC from scratch, and i'm having trouble getting enemy > NPC's > to attack me, or other NPC's. > > This is a "From Scratch" Mod, but the AI has been enabled, and > relationships > setup, > > It has the assault behavior, and has all the capabilities to attack, but > it > just stands in place...and looks at me. And rotates as i walk around it. > > > Any help would be greatly appreciated. > > > -Michael Kramer > -- > > ___ > 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
Re: [hlcoders] Enemy AI to attack you...
-- [ Picked text/plain from multipart/alternative ] Thanks for the help, it was the NPC_TranslateActivity, I didn't have a ACT_RANGE_ATTACK1 Setup, And also, the weapon wasn't setup for NPC's either, so i had to do that as well. So thanks, -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Enemy AI to attack you...
If the weapon is setup with an acttable, you won't need NPC_TranslateActivity (well, in the majority of cases anyhow). But glad it got you on the right track - I spent a couple of days confused as to why my NPC wouldn't walk when others would! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: 22 October 2007 06:01 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Enemy AI to attack you... -- [ Picked text/plain from multipart/alternative ] Thanks for the help, it was the NPC_TranslateActivity, I didn't have a ACT_RANGE_ATTACK1 Setup, And also, the weapon wasn't setup for NPC's either, so i had to do that as well. So thanks, -- ___ 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