6646c0063b1a0
1 Hour
1 Day
1 Week
1 Month
Forever
Forgotten Password
Sign up
13 Guests, 0 Members
Home
Sign up
About
MOTHER
Search
Mobile
Home
»
Community
»
Engineering
»
Any way to move enemies at runtime?
6646c0063b5d6
1 Guest is here.
New topic
Reply
Topic:
Any way to move enemies at runtime?
Read 687 times
6646c0063bc2a
sarge945
#0
Report
Quote
Reply
18. June 2023, 07:03:44
6646c0063bc9c
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.
6646c0063bdca
voodoo47
#1
Report
Quote
Reply
18. June 2023, 07:05:41
6646c0063be20
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.
6646c0063beec
sarge945
#2
Report
Quote
Reply
18. June 2023, 07:07:15
6646c0063bf4e
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.
6646c0063c01a
voodoo47
#3
Report
Quote
Reply
18. June 2023, 07:55:06
6646c0063c06f
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.
6646c0063c14b
sarge945
#4
Report
Quote
Reply
18. June 2023, 08:04:17
6646c0063c198
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.
6646c0063c226
voodoo47
#5
Report
Quote
Reply
18. June 2023, 08:09:48
6646c0063c273
probably because they are more of an object than an actual AI.
sure thing.
6646c0063c30e
sarge945
#6
Report
Quote
Reply
18. June 2023, 08:58:13
6646c0063c384
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:
Who's your favourite artificial intelligence:
1 Guest is here.
New topic
Reply
This instrument is 100% made right
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...
6646c0063c497