Getting NPCs to always run

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Getting NPCs to always run

Postby Tonnochi » Tue Jan 22, 08 3:28 am

I cannot figure it out.
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Postby NightRaver » Tue Jan 22, 08 6:43 am

properties

orders

running? :lol:

or walking, dunno
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Postby Mastakilla » Tue Jan 22, 08 8:32 am

Make them fear light actors, dick.
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Postby Kaiden » Tue Jan 22, 08 10:35 am

Give them the interpolation points?
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Postby Tonnochi » Tue Jan 22, 08 12:12 pm

magickilla wrote:properties

orders

running? :lol:

or walking, dunno


Just tried that, didn't work.
Last edited by Tonnochi on Tue Jan 22, 08 12:16 pm, edited 1 time in total.
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Postby Kaiden » Tue Jan 22, 08 12:50 pm

~[A]Kaiden~ wrote:Give them the interpolation points?


^^ Or will they just walk?
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Postby Tonnochi » Tue Jan 22, 08 7:38 pm

They just walk.
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Postby Andrievskaya Veronika » Wed Jan 23, 08 9:43 am

There is should be RunningTo, not Running. Also you have to put patrolPoint or pathnode tag into OrderTag (and pathnode the map, of course). The NPC will run to that pathnode.

Here is all (or most) orders:

RunningTo
GoingTo
WaitingFor
Standing
Dancing (unfortunately not all meshes has dancing animation :D :roll: )
Idle (does nothing and not reacting)
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Postby NightRaver » Wed Jan 23, 08 1:22 pm

just shoot at them, then they run, lol
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Postby clyzm » Wed Jan 23, 08 2:08 pm

MastaKilla wrote:Make them fear light actors, dick.



Lmao, that's gold. :lol:
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Postby Tonnochi » Wed Jan 23, 08 4:23 pm

Andrievskaya Veronika wrote:There is should be RunningTo, not Running. Also you have to put patrolPoint or pathnode tag into OrderTag (and pathnode the map, of course). The NPC will run to that pathnode.

Here is all (or most) orders:

RunningTo
GoingTo
WaitingFor
Standing
Dancing (unfortunately not all meshes has dancing animation :D :roll: )
Idle (does nothing and not reacting)


Built the PatrolPoints, gave the NPC's the RunningTo order and OrderTag 1 (name of patrolpoint) but they just run around like they're panicking.
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Postby Andrievskaya Veronika » Wed Jan 23, 08 4:42 pm

[FGS]Zeitgeist

Detailed please. You don't like how NPc is running ?
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Postby Tonnochi » Wed Jan 23, 08 4:47 pm

I want them to do the entire patrol route while running.
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Postby Andrievskaya Veronika » Wed Jan 23, 08 4:51 pm

You can use OrdersTrigger. Check my map.

Also check this:
http://tack.planetdeusex.gamespy.com/PatrolPoints.html
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Postby Tonnochi » Wed Jan 23, 08 5:19 pm

Still doesn't work. Could it be the number of NPC's? I've got 13 on the same path.
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Postby Andrievskaya Veronika » Wed Jan 23, 08 5:31 pm

Try to use different destinations for each NPC.
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Postby Tonnochi » Wed Jan 23, 08 5:42 pm

Okay, I've duplicated the path 13 times, but I'm looking in the editor now and some of the lines turned red.
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Postby Kaiden » Wed Jan 23, 08 6:07 pm

Just make one, and see if it works, then make the rest if one works. :roll:
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Postby Tonnochi » Wed Jan 23, 08 6:25 pm

[FGS]Zeitgeist wrote:Okay, I've duplicated the path 13 times, but I'm looking in the editor now and some of the lines turned red.


Tack's doesn't say what it means when it turns red.
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Postby Batchy » Wed Jan 23, 08 7:11 pm

Just try it!
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Postby Tonnochi » Wed Jan 23, 08 7:39 pm

Finally got PathNode's to work, but now my map gets a GPF (000IntoTheDay is the name of the map).
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Last edited by Tonnochi on Wed Jan 23, 08 8:38 pm, edited 3 times in total.
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Postby Andrievskaya Veronika » Thu Jan 24, 08 4:36 am

[FGS]Zeitgeist wrote:but I'm looking in the editor now and some of the lines turned red.


Red paths are "bad". Blue paths are "good". Try to add more pathnodes, move them (for example move pathnode into middle of doorway, if any), etc. Sometimes red paths in unavoidable, unfortunately. Don't duplicate paths, place every pathnode manually.

And what editor you using? If you using UED2, try to compile paths in UED1, because UED1 for DX has a bit different pathbuilder (i don't know how to say more precisely :oops: ) and usually it creates less red paths than UED2.
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Postby Alex » Thu Jan 24, 08 7:25 am

[FGS]Zeitgeist wrote:Finally got PathNode's to work, but now my map gets a GPF (000IntoTheDay is the name of the map).
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Do. Not. Use. MMUserInterface. As. Server. Mod.!
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Postby Kaiden » Thu Jan 24, 08 10:50 am

Lol! You'd think they'd get the message eventually.
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Postby [FTF]Freedom » Thu Jan 24, 08 4:22 pm

Alex wrote:
[FGS]Zeitgeist wrote:Finally got PathNode's to work, but now my map gets a GPF (000IntoTheDay is the name of the map).
Image

Do. Not. Use. MMUserInterface. As. Server. Mod.!


That problem could exist if same copy of DX used for hosting/playing/editing, methinks.

These days I have 3 copies of DX. One which I have ripped to shreds as much as poss (extracted everything extractable), 1 for editing (less of the aforementioned GPFs if less custom stuff added) and 1 for playing (dickz which happens to be the shittiest installation I have.... stuff everywhere!)

Try setting everything to "hate" lol.
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Postby Tonnochi » Thu Jan 24, 08 7:33 pm

Alex wrote:
[FGS]Zeitgeist wrote:Finally got PathNode's to work, but now my map gets a GPF (000IntoTheDay is the name of the map).
Image

Do. Not. Use. MMUserInterface. As. Server. Mod.!


I. Am. Not. On. My. Server. Hosting. PC. For. Anything. But. Hosting. Not. Even. To. Play. I. Do. Not. Host. A. Server. On. This. PC.

You'd think they'd get the message eventually.
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Postby ~DJ~ » Fri Jan 25, 08 7:29 am

me thinks the problem is when u will use MMUserInterface in editpackages and serverpackages the SKD wont work too :P u have to use in only serveractors :P

*mi thinks* remember that lol
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Postby Tonnochi » Thu Jan 31, 08 10:39 pm

It isn't there. I don't know how to fix this, I've looked in my DeusEx.ini and MMUI is not in Server Or Edit Packages.
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Postby Alex » Fri Feb 01, 08 9:39 am

[FGS]Zeitgeist wrote:It isn't there. I don't know how to fix this, I've looked in my DeusEx.ini and MMUI is not in Server Or Edit Packages.

PM me your DeusEx.ini
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Postby Tonnochi » Thu Feb 07, 08 3:06 am

Sent, check your inbox.
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