666bdba33e277

666bdba33e750
1 Guest is here.
 

Topic: Any way to move enemies at runtime? Read 824 times  

666bdba33ee4dsarge945

666bdba33eeda
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.

666bdba33f064voodoo47

666bdba33f0b8
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.

666bdba33f19csarge945

666bdba33f248
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.

666bdba33f32fvoodoo47

666bdba33f382
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.

666bdba33f47bsarge945

666bdba33f4c9
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.

666bdba33f55evoodoo47

666bdba33f5a9
probably because they are more of an object than an actual AI.

sure thing.

666bdba33f649sarge945

666bdba33f695
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:

How can you ____ a perfect, immortal machine? (Fill in the missing word):
1 Guest is here.
The man who can smile when things go wrong has thought of someone he can blame it on.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
666bdba33f7b7