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WAYPOINTS

PART2

WAYPOINTS IN GTK WAYPOINTS IN GTK
WAYPOINT NAVGOALS IN GTK NAVGOALS
Following from the previous page, we have a script used by Behave ED, to make our storm trooper run to particular place in the level.
//Generated by BehavEd
rem ( "comment" );
set ( /*@SET_TYPES*/ "SET_NO_COMBAT_TALK", /*@BOOL_TYPES*/ "true" );
//$"patrolRunNoChase"@5
set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
set ( /*!*/ "SET_WALKING", /*!*/ "false" );
set ( /*!*/ "SET_RUNNING", /*!*/ "true" );
set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" );
set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "false" );
task ( "go1" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", $get( STRING, "SET_PARM1")$ );
}
task ( "go2" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", $get( STRING, "SET_PARM2")$ );
}
wait ( $get( FLOAT, "SET_PARM3")$ );
dowait ( "go1" );
//(BHVDREM) set ( /*@SET_TYPES*/ "SET_ENEMY", "kyle" );
dowait ( "go2" );
set ( /*@SET_TYPES*/ "SET_NO_COMBAT_TALK", /*@BOOL_TYPES*/ "false" );
//$"default"@6
set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" );
set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" );
set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" );
set ( /*!*/ "SET_WALKING", /*!*/ "false" );
waypoint layout plan
Click on the image above to see a rough layout of waypoint and navgoals in relation to where the NPC spawns.

Dont panic, its not too dificult to understand, but all we need to know is it works, look at the text for a minute and see the "SET NAVGOAL" part, on the next line it says "SET PARM1", this is what we need to "tell" the NPC where to go in the level.

You will see in the script,the line "set ( /*@SET_TYPES*/ "SET_NAVGOAL", $get( STRING, "SET_PARM1")$ );"this is how the npc "sees" the navgoal,look above again and you will see the key "parm1" and the value "kill2", kill2 is the targetname of the waypoint navgoal,(click to enlarge picture below) so when the npc carries out its spawnscript it looks for parm1,which is the navgoal.so it will make its way to that point. "parm2" i usually give a value relative to the distance between npc and navgoal, this may not be usual but i have had no problems with that.

So we now know that when a NPC spawns if it has been given a spwnscript it will carry out the actions laid out in the script, but as far as we are concerned we just want it to run to a waypoint_navgoal, so we must make sure that we have our waypoint_navgoals set up correctly(see key image to the left), give each one a different targetname, i will use kill1, kill2, kill3.
WAYPOINT NAVGOAL IN ENTITIES MENU STORM TROOPER IN ENTITIES MENU

Now with the stormtrooper selected, open the entities menu in GTK( above right image),in the "key" section, we enter parm1, and in the "value" section we enter "kill1" which is the name of the navgoal we want the trooper to run to .Now when the map is running and the NPC spawns, he will run to the waypoint_navgoal that we named kill1.

I hope this has helped you to make an npc go to where you wanted it to, you can add to and adapt the values listed here so you can make the npcs in your level behave in a more orginised fashion.

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