• NextBots won't collide with anything
    8 replies, posted
NextBot NPCs won't collide with props. they will, however, collide with other NextBots and players. this often leads to them phasing through what're intended to be defenses/traps. is there any known cause or solution for this?
If i'm correct there is no actual fix to that unless you make a fix for that yourself.
any idea of how i could go about that?
bump.
My nextbots seem to bump into stuff just fine, what code are you using in the ent's initialize? [IMG]http://images.akamai.steamusercontent.com/ugc/264968359534133608/2602C35A9D651CB042F9F9FDBD8AFC5C35F31B80/[/IMG]
My NextBots are fine too. If you get desperate, you can just run hull traces within movetopos in the direction of movement and abort if something is blocking the way. Most likely you just have to set collision bounds or the group or something. Try this in Initialize: [lua]self:SetCollisionBounds(Vector(-32,-32,0), Vector(32,32,64))[/lua]
i tried that, and i can put a flat prop under a nextbot and move the prop while the nextbot stays on it, but i can't do something like slam a prop into them and kill them. would i need to code something separate for that? (in addition i've begun having trouble with them playing walking animations which i suspect might be because they use playermodels -- if anyone has pointers on this that'd be helpful)
[QUOTE=portalcrazy;50755323] (in addition i've begun having trouble with them playing walking animations which i suspect might be because they use playermodels -- if anyone has pointers on this that'd be helpful)[/QUOTE] Playermodels are different from npc models! use [B]models/humans/Group02/Male_05.mdl[/B] instead of [B]models/player/Group02/Male_05.mdl[/B]
well, my collision issue seems to be mostly straightened out. but is there no way to properly use playermodel animations with nextbot? i've seen it done before, such as with the Civs addon.
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