|
|
|
 |
dakkafex  |
Beginner | Member since: 07.09.2011, 10:24 | Posts: 47 |
Likes: 0 |
| |
|
Post Topic: making a AI spawnpoint that follows the PC Posted 10.12.2011, 05:59 |
so how could this be done, instead of making a whole load of different spawnpoints for the npc's on the map, make one following the player at a distance spawning x number of npc's at a set distance of the PC that will hunt you down
|
|
|
|
|
|
|
|
 |
Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
| |
|
Post Topic: Re: making a AI spawnpoint that follows the PC Posted 10.12.2011, 11:21 |
Instead of utilizing spawnpoint, using "Entity:SpawnArchetype"-node included in FGPS is one possibility.
In sample, algorithm used for calculating spawn position is somewhat rudimental, but there's many possible ways for doing it. Grunts are spawned when player triggers either of the area triggers, number of which can be unlimited.
|
|
|
|
|
|
|
cpt.ahab  |
Beginner | Member since: 28.11.2010, 14:18 | Posts: 39 |
Likes: 0 |
| |
|
Post Topic: Re: making a AI spawnpoint that follows the PC Posted 13.01.2012, 15:48 |
you sure this works for FreeSDK too?
i get this Error :[Warning] XML reader: Can't open file (game/Libs/EntityArchetypes/.xml)
some ideas?
thanks!
|
|
|
|
|
|
|
 |
Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
| |
|
Post Topic: Re: making a AI spawnpoint that follows the PC Posted 13.01.2012, 18:13 |
Yep, SpawnArchetype works is FreeSDK too. I cannot say what's causing your error. Have you set up the archetype library as it should?
|
|
|
|
|
|
|
cpt.ahab  |
Beginner | Member since: 28.11.2010, 14:18 | Posts: 39 |
Likes: 0 |
| |
|
Post Topic: Re: making a AI spawnpoint that follows the PC Posted 15.01.2012, 18:01 |
Quote by Talvipakkanen: Yep, SpawnArchetype works is FreeSDK too. I cannot say what's causing your error. Have you set up the archetype library as it should? I added a new library. i gave it a name. Then i added a new Item and choose by Scripts---> Ai--->Grunt. Anything else`? I wrote the path in from the grunt into the Spawnarchetype box under Archetype. ?
|
|
|
|
|
|
|
 |
Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
| |
|
Post Topic: Re: making a AI spawnpoint that follows the PC Posted 15.01.2012, 20:02 |
That's how it works for me. If there's spaces in the names of library or archetypes, it might cause problems.
|
|
|
|
|
|
|
cpt.ahab  |
Beginner | Member since: 28.11.2010, 14:18 | Posts: 39 |
Likes: 0 |
| |
|
Post Topic: Re: making a AI spawnpoint that follows the PC Posted 15.01.2012, 21:13 |
Quote by Talvipakkanen: That's how it works for me. If there's spaces in the names of library or archetypes, it might cause problems. Nope. No spaces.
|
|
|
|
|
|
|
 |
Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
| |
|
Post Topic: Re: making a AI spawnpoint that follows the PC Posted 15.01.2012, 21:20 |
If you can attach your archetype library xml on the post, i'll take a look in it..
|
|
|
|
|
|
|
cpt.ahab  |
Beginner | Member since: 28.11.2010, 14:18 | Posts: 39 |
Likes: 0 |
| |
|
Post Topic: Re: making a AI spawnpoint that follows the PC Posted 16.01.2012, 16:00 |
Quote by Talvipakkanen: If you can attach your archetype library xml on the post, i'll take a look in it.. I dont know why the editor or engine is trying to open .xml ? Why it doesnt try to open, in this case : Test.xml? http://www.fileuploadx.de/815450
|
|
|
|
|
|
|
 |
Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
| |
|
Post Topic: Re: making a AI spawnpoint that follows the PC Posted 16.01.2012, 16:52 |
Could you just attach the file in a post; link you posted leads to a spam site.
|
|
|
|
|
|
|
cpt.ahab  |
Beginner | Member since: 28.11.2010, 14:18 | Posts: 39 |
Likes: 0 |
| |
|
Post Topic: Re: making a AI spawnpoint that follows the PC Posted 16.01.2012, 17:09 |
Quote by Talvipakkanen: Could you just attach the file in a post; link you posted leads to a spam site. ok. i must change it to txt, because xml isnt allowed.
|
|
|
|
|
|
|
 |
Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
| |
|
Post Topic: Re: making a AI spawnpoint that follows the PC Posted 16.01.2012, 17:21 |
Thanks  File works fine and grunt is spawning as it should. Typo in archetype name detected
|
|
|
|
|
|
|
cpt.ahab  |
Beginner | Member since: 28.11.2010, 14:18 | Posts: 39 |
Likes: 0 |
| |
|
Post Topic: Re: making a AI spawnpoint that follows the PC Posted 16.01.2012, 17:35 |
Quote by Talvipakkanen: Thanks  File works fine and grunt is spawning as it should. Typo in archetype name detected  spawn_archetype_a.jpg Wow. i am getting crazy. i dont know why it doesnt open the correct XML-File. I think i try everything?! Its a bug or what? i think i will rebuild the hole flowgraph.
|
|
|
|
|
|
|
 |
Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
| |
|
Post Topic: Re: making a AI spawnpoint that follows the PC Posted 16.01.2012, 17:39 |
If there's some other error in the flowgraphs? Picture about related nodes could be helpful.
|
|
|
|
|
|
|
cpt.ahab  |
Beginner | Member since: 28.11.2010, 14:18 | Posts: 39 |
Likes: 0 |
| |
|
Post Topic: Re: making a AI spawnpoint that follows the PC Posted 16.01.2012, 18:02 |
Quote by Talvipakkanen: If there's some other error in the flowgraphs? Picture about related nodes could be helpful. Perhaps, that can help you.
|
|
|
|
|