npc_cscanner falls to the ground

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npc_cscanner falls to the ground

Postby v0rt3x on Fri Nov 08, 2013 12:03 am

Hi Guys,

I'm trying to create a scripted sequence in which an npc_cscanner approaches the camera and does the flash thing.

Again - this is in front of a point_viewport - NOT a regular player.

What I did is trigger a scripted_sequence that in turn, lets the npc_cscanner approach it and then do the animation "inspect1"

I also put the npc to sleep beforehand - and let it wake up.

Problem is:

As soon as I wake it up, it falls to the ground and explodes.

At first I didn't have any info_node_air entities in my room - but I added them now and still have the same problem.

Does anyone know how to fix this?

Many thanks!
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Re: npc_cscanner falls to the ground

Postby marnamai on Fri Nov 08, 2013 12:20 am

use path_corners for the scanner, air nodes aren't required, on the last path_corner add an output;
onpass / scanner / InspectTargetPhoto / !player

kind of a weird problem, I tried to recreate it, but didn't experience such a problem.
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Re: npc_cscanner falls to the ground

Postby v0rt3x on Fri Nov 08, 2013 12:49 am

thanks for this!

It worked partially.

I think the problem is that I didn't have a path at first and that's why it simply fell to the ground.

Now the scanner flies.

Do note that you suggested inspecting the !player - however in my setup I have a point_viewport that acts as the player's view.

The camera moves on a set path.

I have the scanner approach the camera successfully - but it doesn't snap any pictures.

Might that be caused by the camera movement? (It's going slowly at speed 10)
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Re: npc_cscanner falls to the ground

Postby marnamai on Fri Nov 08, 2013 12:51 am

Is the camera parented to a func_tracktrain? if so try to have it inspect that instead of the camera?
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Re: npc_cscanner falls to the ground

Postby v0rt3x on Fri Nov 08, 2013 1:00 am

hm nope. that didn't work either.
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Re: npc_cscanner falls to the ground

Postby marnamai on Fri Nov 08, 2013 1:01 am

place an info_target (named) at the approximate location and have the scanner inspect that
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Re: npc_cscanner falls to the ground

Postby v0rt3x on Fri Nov 08, 2013 1:06 am

hmm....same behavior. It approaches the target, but it doesn't take a picture.

The target is stationary.
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Re: npc_cscanner falls to the ground

Postby LordDz on Fri Nov 08, 2013 7:08 am

Can't you just use a ai_relationship to make the npc_cscanner like the player, replace the info_target with a Npc_bullseye and have another ai_relationship to cause the npc_cscanner to hate the bullseye? Then let the AI do it's work.

If needed, add in a npc_finder with the same squad name as the scanner, if it needs help with finding the target.
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Re: npc_cscanner falls to the ground

Postby v0rt3x on Fri Nov 08, 2013 10:57 am

I'll try with an ai_relationship - but the problem here is that I'm working with a point_viewport - NOT the player itself.
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Re: npc_cscanner falls to the ground

Postby marnamai on Fri Nov 08, 2013 1:13 pm

Are you using a point_viewport for a prisoner pod?
Last edited by marnamai on Fri Nov 08, 2013 1:34 pm, edited 2 times in total.
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Re: npc_cscanner falls to the ground

Postby v0rt3x on Fri Nov 08, 2013 1:32 pm

marnamai wrote:Are you using a point_viewport for a prisoner pod?


Not really no - it's a sort of hybrid for a person's perspective and third person perspective.
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Re: npc_cscanner falls to the ground

Postby marnamai on Fri Nov 08, 2013 1:34 pm

made an example vmf, using an info_target as the inspect target. Orientation and location of the info_target are very important to get it to work right.

download from my dropbox
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Re: npc_cscanner falls to the ground

Postby v0rt3x on Fri Nov 08, 2013 2:00 pm

Thanks a lot for this marnamai - but I don't seem to have access to that particular dropbox folder.
I do have an account and I'm logged in - but it still giving me an access denied error.
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Re: npc_cscanner falls to the ground

Postby marnamai on Fri Nov 08, 2013 2:06 pm

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Re: npc_cscanner falls to the ground

Postby v0rt3x on Fri Nov 08, 2013 2:19 pm

Thanks!

This is more than what I needed, I really appreciate your help in this - however:

For some reason your npc_cscanner travels into the same direction as the player and then explodes.
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