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2 Questions no answers
Posted: Mon Sep 23, 2002 7:10 pm
by Ham
My map is comming along graet thax to the tuts and help on this page, but
i have 2 problems. the first is the germans keep cliping straight through my brushes, is the a special clip texture to stop them?
and second can someone give me a list or link to a list of all tke .tik files, as i cant find one!
thax
Posted: Tue Sep 24, 2002 5:45 pm
by jv_map
I have also noticed enemies just walking straight trough walls sometimes!
It looks really silly and I don't know what causes it, but for some reason the AIs in my map have finally learned how to navigate properly. You may try placing the 'common/monster' texture over brushes where the AI tries to move through, this should really stop it without impeding player movement.
All TIKI (.tik) files are in the 'models' folder of pak0.pk3. You can open any .pk3 file with winzip. Tiki files are just text files and can be opened with any text editor.
Posted: Wed Sep 25, 2002 5:29 pm
by Ham
Thanx 4 the tiks list, but the monsters texture dident work
any other ideas?
Posted: Thu Sep 26, 2002 4:22 pm
by jv_map
Sounds like you're having quite a problem here. If I know a little bit more about your map I might be able to help you. There are a few things I'd like to know:
1) How thick are your average walls in game units?
2) Are the germans walking through every brush ore just a few?
3) Do you have a script file, and do you use any commands on your enemies, for example moveto commands or anim commands?
4) Are your enemies patrollers / runners or anything special?
5) If you type 'togglemenu leveldesign' in the console, and then press the 'routes' button, do you see green lines going through your walls?
6) Do you use any info_waypoints in your map?
Just one more note, make sure you have applied the monster texture to ALL faces of your clip brush. Try making it slightly larger than the thing you want to clip off.
Posted: Fri Sep 27, 2002 12:13 am
by Mirek
Try using -
texture - common/clip all
it stops everything including bullets, ai can't see through it and as jv_map said try making it slightly larger than the thing you want to clip off.
Posted: Mon Sep 30, 2002 6:33 pm
by Ham
Ive tried the clip all
1) i dunno, pretty thin
2)all
3)i have 2 but ther 4 weapons
4)no
5)dunno whats that
6)yes loads
Posted: Tue Oct 01, 2002 3:26 pm
by jv_map
Then change your info_waypoints into script_origins or anything else that has an origin.
And by the way, where are you using your waypoints for if you don't have a script that's using them?
Perhaps your confusing them with info_pathnodes, which are necessary for AI navigation, but don't use waypoints for that purpose. Any entity that's en route to a waypoint goes non-solid and may therefore pass through solid brushes.
Note: to see the leveldesign menu, you may also type 'exec development' in the console and then press F1.
Posted: Tue Oct 01, 2002 9:29 pm
by Guest
ur right they are called info_pathnodes
i read somewhere too that my info_pathnodes have to point towards the german entity 4 them to work, is this true?
1 Question 1 answer
Posted: Wed Oct 02, 2002 5:43 pm
by jv_map
Let's start with the answer for a change
Answer:
Info_pathnodes don't have to point to a german entity in any way. Besides, info_pathnodes can also be used by friendlies.
Question:
Are your germans still running through walls?
It's magic
Posted: Wed Oct 02, 2002 5:45 pm
by jv_map
Hey! Somehow it worked fine. I didn't even type my name in the username box, but still it knew I was jv_map. Too bad I can't edit things I posted though.

Posted: Sun Oct 27, 2002 8:42 am
by Vexar
One thing to remember is to place your AI actor, and info_pathnodes at least 16 units away from static objects, and any wall.
When playing certain animations the character will animate through the wall, not detecting any collision. It really not a bug, the system is design to work this way for other reasons.
Hope this helps.
-Vex