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dog
Posted: Wed Sep 27, 2006 2:26 pm
by k47a
ow, i wanted to have a ze german sheperd in my map that behaves as if it was on a leash (which is attached to a house), i.e. runnin a radius and stuff...
i put some pathnodes around it, but hey, it just goes where it wants... can anyone help me with this, please?
Posted: Wed Sep 27, 2006 3:12 pm
by Rookie One.pl
Make some barriers it can't cross.

Posted: Wed Sep 27, 2006 4:12 pm
by k47a
Well the problem is that the dog doesnt give a damn about the nodes, it just goes behind the house and hides there (well it's a ze german dog). i dont think barriers would fix the problem...

Posted: Wed Sep 27, 2006 9:28 pm
by jv_map
If ze dog is like a monster, you can use a monsterclip

Posted: Sun Oct 01, 2006 11:44 am
by bdbodger
I did a custom dog for a couple of maps , one I called the rescue and the other I called snowfun 2 . The snowfun 2 map had a doberman made by small sumo . The thing that is custom about the dog(s) it that they use a new_generic_dog.tik I made that subs dog animations for human animations . What that does is make it possible to script the dogs as you would an ai . That is you can set the type_idle to runner or patrol and set the patrol path as you would for a ai in a single player map . In the snowfun 2 map ( made for JV's snowcontest 2 mod ) the dogs run a preset path that connects back to it's self so that they run the path over and over again . You could use that and create a patrol path .

Posted: Tue Oct 03, 2006 7:59 pm
by k47a
Thanks a lot! Ill give that a try

!