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zombies and traverse

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Created 9 years ago
by KDXDARK
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I am having this problem with zombies and traverse, for some reason normal zombies dont use the jump down or the wallhope traverse.

1 year ago in the YAW contest i added this normal zombies with the traverse and they work perfectly, but now when i try to made them they dont reach the traverse.

video:
http://youtu.be/PWALTA8LN5M
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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What do the paths look like? A pathnode has to be 128 units max from the traverse node, otherwise it won't connect.
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Looks like they are stuck in the ground. Maybe try raising the spawners a bit?
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Looks like they are stuck in the ground. Maybe try raising the spawners a bit?
they are already a more up on the floor
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they are already a more up on the floor

What about traverse placement then? Can't see it in the screenshot.
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What about traverse placement then? Can't see it in the screenshot.
this is a jumpdown

this is the wallhop

Last Edit: November 01, 2015, 02:07:02 am by KDXDARK
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this is a jumpdown
(Image removed from quote.)
this is the wallhop
(Image removed from quote.)

Do the zombies have the zombie_chaser script_string? If they don't then they are probably looking for a window but you don't have one.
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Do the zombies have the zombie_chaser script_string? If they don't then they are probably looking for a window but you don't have one.
they have the zombie chaser, but still dont jump down.
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Maybe you only need 1 line of pathnodes for that zombie to drop down from there. Having a square of paths could be confusing the already a bit dumb zombies :D



This is as many nodes as you would need for a drop down like that to work .

It looks like the paths are on an invisible floor on the first pic , or floating somehow. When i had zombies spawning in the less amount of nodes i used behind the window always had better results. As mentioned earlier as long as the zombie is within 128 of the node it will connect the path and the zombie can move.

3 Spawners going to 1 traverse may be confusing the matter too, i found 1 spawner per entry point to work best ( reduce ents )

http://imgur.com/FBWnDwZ

This amount of spacning connects the paths and allows for minimum amount of nodes to be used.

When i started my map i overkilled the pathnodes and zombies were getting confused everywhere. LOL i had 2 units between each node, so in radiant it was a sea of purple :D

Last Edit: November 01, 2015, 01:27:46 pm by pcmodder
Marked as best answer by KDXDARK 9 years ago
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in _zombiemode_spawner

change this :

Code Snippet
Plaintext
//CHRIS_P - test dudes rising from ground 
if (GetDVarInt("zombie_rise_test") || (isDefined(self.script_string) && self.script_string == "riser" ))
{
self.do_rise = 1;
//self notify("do_rise");
self waittill("risen", rise_struct_string );
}
else
{
self notify("no_rise");
}

to

Code Snippet
Plaintext
//CHRIS_P - test dudes rising from ground 
if (GetDVarInt("zombie_rise_test") || (isDefined(self.script_string) && self.script_string == "riser" ))
{
self.do_rise = 1;
//self notify("do_rise");
self waittill("risen", rise_struct_string );
}
else if( IsDefined( self.script_string ) && self.script_string == "zombie_chaser" )
{
rise_struct_string = "find_flesh";
}
else
{
self notify("no_rise");
}
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in _zombiemode_spawner

change this :

Code Snippet
Plaintext
//CHRIS_P - test dudes rising from ground 
if (GetDVarInt("zombie_rise_test") || (isDefined(self.script_string) && self.script_string == "riser" ))
{
self.do_rise = 1;
//self notify("do_rise");
self waittill("risen", rise_struct_string );
}
else
{
self notify("no_rise");
}

to

Code Snippet
Plaintext
//CHRIS_P - test dudes rising from ground 
if (GetDVarInt("zombie_rise_test") || (isDefined(self.script_string) && self.script_string == "riser" ))
{
self.do_rise = 1;
//self notify("do_rise");
self waittill("risen", rise_struct_string );
}
else if( IsDefined( self.script_string ) && self.script_string == "zombie_chaser" )
{
rise_struct_string = "find_flesh";
}
else
{
self notify("no_rise");
}
it works thanks, also i gotta say that i extract the .map file from zombie defender and selected the spawner that you see in the video and its a normal spawners without the zombie_chaser stuff, so idk how i make it work that time :D
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I dunno, same thing happened to me, didnt notice til i was porting AI

glad it worked

 
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