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Posted: Wed Apr 30, 2003 3:13 pm
by LT.BARNES
na it didn't work he is still in the same place. it is like he is floating on errrm like an invisable box. it is wierd. also when he sees me he will run around. he will fall off the thing he is floating on and land on the ground.
it is odd.
i got this all from the official script for the level m1|2a so it should all work? hmmm if i had the decompiler i could check
Posted: Fri May 02, 2003 7:02 am
by bdbodger
you can move the ai over when you spawn him I think the syntax is
local.o[1]=local.o[1]+64 // 64 units in front of local.o
$chairenemy.origin = local.o
I put an ai into a map once and didn't see that he was too close to some barbed wire when I ran the map he was floating like you described .
Posted: Fri May 02, 2003 10:27 pm
by nuggets
it's local.a2[2] that'll change the spawn height, play around with that
Posted: Sat May 03, 2003 1:31 pm
by bdbodger
it is not the spawn height you need to worry about if you try to spawn an ai to a spot where there is a model the game raises the ai above the model so he does not spawn inside the model so you should move the ai either in front of the model or beside the model . I am not sure if the vector is [0] to [2] or [1] to [3] so maybe you need to use [0] or [1] to move the ai forward
Posted: Sun May 04, 2003 10:30 am
by LT.BARNES
don't woz guys i sorted it all me self thanx anyways.
my singleplayer level is gonna be cool

Posted: Mon May 05, 2003 12:55 am
by nuggets
how did you get it sorted, let us know the problem, jsut incase some1 encounters it in the future
on the other note, when using angles and origins [0] = x, [1] = y; [2] = z
