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AI model
Posted: Tue Nov 22, 2005 7:37 pm
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 .
Posted: Tue Nov 22, 2005 9:45 pm
by Rookie One.pl
Put an overlapping clip brush over the stairs.
Posted: Tue Nov 22, 2005 10:12 pm
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.
Posted: Wed Nov 23, 2005 6:36 am
by bdbodger
You can use $myguy ai_off or ai_on if you want statues .
Posted: Wed Nov 23, 2005 1:23 pm
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).
Posted: Wed Nov 23, 2005 2:46 pm
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'.
Posted: Wed Nov 23, 2005 3:01 pm
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
Posted: Wed Nov 23, 2005 3:57 pm
by Rookie One.pl
Change the bots' classnames to script_model in radiant.
Posted: Wed Nov 23, 2005 4:09 pm
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.
Posted: Wed Nov 23, 2005 4:19 pm
by Rookie One.pl
Do what I wrote and they will stand still as a stone. No scripting required, nothing.
Posted: Wed Nov 23, 2005 4:39 pm
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 .
Posted: Wed Nov 23, 2005 4:49 pm
by PKM
Rookie One.pl wrote:Change the bots' classnames to script_model in radiant.
boom. good idea.
thanks also bd.
Posted: Wed Nov 23, 2005 4:49 pm
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
Posted: Wed Nov 23, 2005 8:17 pm
by Rookie One.pl
Radiant can't handle ifs in the TIKIs.
BTW, PKM, is that guy in your sig saying fawk you?

Posted: Wed Nov 23, 2005 10:50 pm
by PKM
Rookie One.pl wrote:
BTW, PKM, is that guy in your sig saying fawk you?

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.