Re: [hlcoders] Enemy AI to attack you...

2007-10-21 Thread Garry Newman
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
> --
>
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Re: [hlcoders] Enemy AI to attack you...

2007-10-21 Thread Michael Kramer
--
[ 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.
--

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Re: [hlcoders] Enemy AI to attack you...

2007-10-21 Thread Adam "amckern" McKern
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.
> --
>
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> the list archives, please visit:
>
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Re: [hlcoders] Enemy AI to attack you...

2007-10-21 Thread Paul Peloski
--
[ 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
>
>
--

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RE: [hlcoders] Enemy AI to attack you...

2007-10-21 Thread Chris Janes
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
>
>
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Re: [hlcoders] Enemy AI to attack you...

2007-10-21 Thread Michael Kramer
--
[ 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,
--

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RE: [hlcoders] Enemy AI to attack you...

2007-10-22 Thread Chris Janes
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,
--

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