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View Full Version : Floating AI



seanthelawn
September 20th, 2008, 11:46 PM
On a mod I'm making, a few of the AI encounters just freeze when they spawn. They don't move, and gravity doesn't affect them. I tried using the ai_force_active command but it didn't work. Does anyone know why this is happening?

Also, while I'm already sitting here feeling like a noob, I'll just ask: is it possible to make a map where you play in 3rd person without an external application?

Rob Oplawar
September 22nd, 2008, 10:40 AM
could be the ai is in the wrong bsp. In sapien when you're editing the encounter, there's a field somewhere for specifying a bsp index manually. make sure that it's set to whichever bsp you want the ai to fight in.

also, yes, i believe so- I've never tried it myself, but I think you can set a new default camera for the player in Guerilla.

seanthelawn
September 22nd, 2008, 12:10 PM
Alright cool, thanks. I guess I'll see if I can figure that stuff out.

seanthelawn
September 22nd, 2008, 04:57 PM
Sorry for the double-post, but what would control the camera position? I tried messing with camera_tracks but nothing happened.

Rob Oplawar
September 22nd, 2008, 06:16 PM
I honestly don't know- I've never messed with it.

No, scratch that- a long time ago I modded a MC biped to use a marine model, and I had to move the camera down to match the marine's height. I can't remember what I did to get it to work- in fact, there might even be a node in the gbxmodel itself specifying where the camera is, but for some reason I don't think that's it...
Oh yeah, definitely not, because the camera doesn't move in sync with the biped animations. I remember I had to eyeball and tweak and play with a bunch of fields in Guerilla to get it right... damn, it was so long ago.

The key to this is experimentation. Play with it and see what you can come up with. It's slow going at first, but before long you'll have a lot of knowledge about CE's tag structure, learned the way that makes it stick: the hard way.