Yeah bro I need to kill all bots when I go to my ending movie cos they kinda run onto the set acting all stoopid hehe.
Thanks
Kill bots for a movie
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- small_sumo
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- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
- small_sumo
- Lieutenant General
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- Joined: Mon Jul 01, 2002 4:17 pm
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Hmm glueing might work
but it's not very bug proof
I know a quick solution but it's dirty as hell: make a big box around your map (a non-solid script_object) with a targetname (or use a complex entity with multiple brushes if your skybox requires it). Then in your script type:
$targetnameofobject disconnect_paths
It'll completely disable their ability to navigate around the map...
I know a quick solution but it's dirty as hell: make a big box around your map (a non-solid script_object) with a targetname (or use a complex entity with multiple brushes if your skybox requires it). Then in your script type:
$targetnameofobject disconnect_paths
It'll completely disable their ability to navigate around the map...
ugh man thats nasty! Doesnt all of your bots have the same name, like $bot? We could just glue them easily like this:
Then later on we make another for loop to unglue the bots, and delete the script objects "self.stuck
Code: Select all
for (local.i = 1; local.i <= $bot.size; local.i++)
{
local.subject = $bot[local.i]
local.stay= spawn script_origin
local.stay.origin = local.subject.origin
local.subject glue local.stay
local.subject.stuck = local.stay
}Then later on we make another for loop to unglue the bots, and delete the script objects "self.stuck
- small_sumo
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