AI model

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PKM
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AI model

Post by PKM »

is there a ready made .pk3 making actor models( ie. oss man, german worker) simply just stand there with no animations ? looking to make a mannequin.

simple question also, block size for a single stair (height/depth) so if you run down the staircase you do not 'fly over' the first 6 and landing lower on the staircase causing the pain indicator to flash. i usually use 18X18u but have found if you are running while begining the decent down the stairs you soar over the stairs until you land 6-8 stairs below. have gone up to 20X20u but this doesn't help when trying to go up at a run without using the jump .
i'm not f****** angry, i'm from philadelphia .
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Rookie One.pl
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Post by Rookie One.pl »

Put an overlapping clip brush over the stairs.
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PKM
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Post by PKM »

Rookie One.pl wrote:Put an overlapping clip brush over the stairs.
to work more as a 'ramp' i'm guessing; i thought of that for a bit being that's how they get vehicles to go up stairs in HL2 mods. thanks rook.
i'm not f****** angry, i'm from philadelphia .
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bdbodger
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Post by bdbodger »

You can use $myguy ai_off or ai_on if you want statues .
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Post by Rookie One.pl »

PKM wrote:to work more as a 'ramp' i'm guessing; i thought of that for a bit being that's how they get vehicles to go up stairs in HL2 mods. thanks rook.
Exactly. :) I've seen it being used in Enemy Territory to avoid 'jumpy' stair movement (the standard running speed is 320 there while MoHAA's is 250).
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Post by PKM »

bdbodger wrote:You can use $myguy ai_off or ai_on if you want statues .
bd if i put that in my script, will it also stop damage done to the ai or do i need to put a weapon clip around the model ?

weird thing when i first tested using the models...i placed worker and oss_man in the map but the first time i tested the .bsp as a FFA gameplay, i chose axis, spawned into the game and immidiatly (sp) heard a groan and found the german worker ai 'down/dead'.
i'm not f****** angry, i'm from philadelphia .
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Post by bdbodger »

They can't be hurt I think like I said statues . Originally designed for sp to let you put ai in the map but does not run any scripts on them until you turn them on saves the cpu for other things .
ai_off

Turns the AI off for this actor.

ai_on

Turns the AI on for this actor.
AI being artificial intelegence
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Post by Rookie One.pl »

Change the bots' classnames to script_model in radiant.
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Post by PKM »

bdbodger wrote:You can use $myguy ai_off or ai_on if you want statues .

k, so if i wanted to reskin the model, therefore renaming the model it would go to

$newnameofmodel ai_off

no target key or value ? simply put it in the script.
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Post by Rookie One.pl »

Do what I wrote and they will stand still as a stone. No scripting required, nothing.
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Post by bdbodger »

Some of the ai will spawn without heads if you spawn them as script models so try a different one if that happens .
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Post by PKM »

Rookie One.pl wrote:Change the bots' classnames to script_model in radiant.
boom. good idea.

thanks also bd.
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Post by PKM »

bdbodger wrote:Some of the ai will spawn without heads if you spawn them as script models so try a different one if that happens .
true in radient some models do show up without hands or heads but sometimes they show up in game with the head and hands. thanx
i'm not f****** angry, i'm from philadelphia .
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Post by Rookie One.pl »

Radiant can't handle ifs in the TIKIs. ;)

BTW, PKM, is that guy in your sig saying fawk you? :P
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Post by PKM »

Rookie One.pl wrote:
BTW, PKM, is that guy in your sig saying fawk you? :P
hell no, that would be wrong..........it's the official philadelphian response to anyone who asks "hey, how are your eagles doing this year ?" it's been awhile since i've had to use it.
i'm not f****** angry, i'm from philadelphia .
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