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Getting NPCs to always run

PostPosted: Tue Jan 22, 08 3:28 am
by Tonnochi
I cannot figure it out.

PostPosted: Tue Jan 22, 08 6:43 am
by NightRaver
properties

orders

running? :lol:

or walking, dunno

PostPosted: Tue Jan 22, 08 8:32 am
by Mastakilla
Make them fear light actors, dick.

PostPosted: Tue Jan 22, 08 10:35 am
by Kaiden
Give them the interpolation points?

PostPosted: Tue Jan 22, 08 12:12 pm
by Tonnochi
magickilla wrote:properties

orders

running? :lol:

or walking, dunno


Just tried that, didn't work.

PostPosted: Tue Jan 22, 08 12:50 pm
by Kaiden
~[A]Kaiden~ wrote:Give them the interpolation points?


^^ Or will they just walk?

PostPosted: Tue Jan 22, 08 7:38 pm
by Tonnochi
They just walk.

PostPosted: Wed Jan 23, 08 9:43 am
by Andrievskaya Veronika
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)

PostPosted: Wed Jan 23, 08 1:22 pm
by NightRaver
just shoot at them, then they run, lol

PostPosted: Wed Jan 23, 08 2:08 pm
by clyzm
MastaKilla wrote:Make them fear light actors, dick.



Lmao, that's gold. :lol:

PostPosted: Wed Jan 23, 08 4:23 pm
by Tonnochi
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.

PostPosted: Wed Jan 23, 08 4:42 pm
by Andrievskaya Veronika
[FGS]Zeitgeist

Detailed please. You don't like how NPc is running ?

PostPosted: Wed Jan 23, 08 4:47 pm
by Tonnochi
I want them to do the entire patrol route while running.

PostPosted: Wed Jan 23, 08 4:51 pm
by Andrievskaya Veronika
You can use OrdersTrigger. Check my map.

Also check this:
http://tack.planetdeusex.gamespy.com/PatrolPoints.html

PostPosted: Wed Jan 23, 08 5:19 pm
by Tonnochi
Still doesn't work. Could it be the number of NPC's? I've got 13 on the same path.

PostPosted: Wed Jan 23, 08 5:31 pm
by Andrievskaya Veronika
Try to use different destinations for each NPC.

PostPosted: Wed Jan 23, 08 5:42 pm
by Tonnochi
Okay, I've duplicated the path 13 times, but I'm looking in the editor now and some of the lines turned red.

PostPosted: Wed Jan 23, 08 6:07 pm
by Kaiden
Just make one, and see if it works, then make the rest if one works. :roll:

PostPosted: Wed Jan 23, 08 6:25 pm
by Tonnochi
[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.

PostPosted: Wed Jan 23, 08 7:11 pm
by Batchy
Just try it!

PostPosted: Wed Jan 23, 08 7:39 pm
by Tonnochi
Finally got PathNode's to work, but now my map gets a GPF (000IntoTheDay is the name of the map).
Image

PostPosted: Thu Jan 24, 08 4:36 am
by Andrievskaya Veronika
[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.

PostPosted: Thu Jan 24, 08 7:25 am
by Alex
[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.!

PostPosted: Thu Jan 24, 08 10:50 am
by Kaiden
Lol! You'd think they'd get the message eventually.

PostPosted: Thu Jan 24, 08 4:22 pm
by [FTF]Freedom
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.

PostPosted: Thu Jan 24, 08 7:33 pm
by Tonnochi
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.

PostPosted: Fri Jan 25, 08 7:29 am
by ~DJ~
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

PostPosted: Thu Jan 31, 08 10:39 pm
by Tonnochi
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.

PostPosted: Fri Feb 01, 08 9:39 am
by Alex
[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

PostPosted: Thu Feb 07, 08 3:06 am
by Tonnochi
Sent, check your inbox.