664ada6d073d2
1 Hour
1 Day
1 Week
1 Month
Forever
Forgotten Password
Sign up
18 Guests, 1 Member
ZylonBane
Home
Sign up
About
MOTHER
Search
Mobile
Home
»
Community
»
Engineering
»
Any way to move enemies at runtime?
664ada6d07842
1 Guest is here.
New topic
Reply
Topic:
Any way to move enemies at runtime?
Read 744 times
664ada6d07e8b
sarge945
#0
Report
Quote
Reply
18. June 2023, 07:03:44
664ada6d07eed
While working on the Randomiser, I decided that I would like to be able to change-up the enemy placement.
However, upon moving enemies around, I have found that they turn invisible, are incorporeal, and can still attack me. For instance, laser turrets that have been moved will be able to shoot lasers out of thin air, even though I can't see or interact with the turret in any way.
The MONO console also complains, saying
"Attempt to update physics on an OG-Grenade (390), when non physical!"
Is there some way to make this work?
I am happy to add/remove properties as needed from the enemies.
664ada6d08022
voodoo47
#1
Report
Quote
Reply
18. June 2023, 07:05:41
664ada6d08071
depends on how are you moving them. when I was trying to dml do this, I have experienced similar issues, the safe way of moving an AI seems to be a teleport trap.
664ada6d0813f
sarge945
#2
Report
Quote
Reply
18. June 2023, 07:07:15
664ada6d08190
I am trying to do it by simply changing their position/heading.
How would I do this with a teleport trap? Despite my extensive use of Squirrel, I haven't really played with Traps much (or NVscript in general). Can you point me in the direction of some examples within the game?
I feel like creating one of these for every single enemy might be a really terrible idea.
664ada6d0825a
voodoo47
#3
Report
Quote
Reply
18. June 2023, 07:55:06
664ada6d082a5
I would simply NVCreateAndLink the teleport trap upon BeginScript and trigger it a second later, but squirrel probably can do it in a smarter way. kind of depends on what exactly you want to do (if you just want them to face a certain direction, then there is a prop for that, AI/Ability Settings/Idling Directions, pretty sure you can add/remove/set it using squirrel).
but generally, if you can leave the AIs alone, then you should.
664ada6d08391
sarge945
#4
Report
Quote
Reply
18. June 2023, 08:04:17
664ada6d083db
Well I am trying to make them randomise to new spots, so that encounters can happen differently, turrets can appear in other places, etc.
So I will need to fully move them.
I will look through the documentation for more ways to do this in squirrel, and in the worst case, can dynamically create teleport traps (I am already dynamically creating email triggers for the crystal shard and Toxin A, so that the new triggers follow the new locations).
Interestingly, Psi Reaver brains seem to be movable just fine.
Thanks for all your help.
664ada6d0846a
voodoo47
#5
Report
Quote
Reply
18. June 2023, 08:09:48
664ada6d084b4
probably because they are more of an object than an actual AI.
sure thing.
664ada6d08554
sarge945
#6
Report
Quote
Reply
18. June 2023, 08:58:13
664ada6d085a1
SO it turns out, teleporting enemies around actually works fine.
I'm just an idiot.
Protip: Putting enemies in containers breaks the engine
Acknowledged by:
RoSoDude
Your name:
This box must be left blank:
A familiar door code with 3 digits:
1 Guest is here.
New topic
Reply
if you’ve got a spare half a million you could knock it down and start rebuilding
Home
»
Community
»
Engineering
»
Any way to move enemies at runtime?
Contact
SMF 2.0.19
|
SMF © 2016
,
Simple Machines
|
Terms and Policies
Green theme
Brown theme
Bright theme
Match OS theme
FEEP
Loading...
664ada6d086b8