• I have three stupidly stupid questions
    2 replies, posted
How would zombines act differently on a noded map? If you make a brush, then make it breable_surf, then in the properties, make it wood, what happens? How do i make really thick fog? Thanks in advance.
[QUOTE=bsp-reviews;17582976]How would zombines act differently on a noded map? If you make a brush, then make it breakable_surf, then in the properties, make it wood, what happens? How do i make really thick fog? Thanks in advance.[/QUOTE] 1) they can plan in advance [QUOTE=ValVe] Create an interesting map, place some enemies in it, and run it. Don't kill them straight away but turn on mat_wireframe and watch their actions as you move around. You'll see them, more or less, run straight at you and shoot. This is because they have no bearings in the world other than your position. Leave the game and lay down info_node entities across the map, preferably at each point where the AI would have to choose what to do, or anywhere the AI might want to go - basically, any important place for the AI. Then recompile and do the same as last time. You should now see them group and attack together if they need to, seek cover, throw grenades at far more suitable times, try to get around you and more - all because you added a few nodes. This alone has fully set up your AI for a map. [/QUOTE] 2) Nothing it only works with the safety glass texture > [url]http://developer.valvesoftware.com/wiki/Func_breakable_surf[/url] 3) env_fogcontroller and the fiddle with the start and end distance > [url]http://developer.valvesoftware.com/wiki/Env_fog_controller[/url] It is amazing what the valve dev wiki can do.
It is indeed. Thankyou VERY much benjojo.
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