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Possible to make a certain group of zombies ignore some traverse's?

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Created 12 years ago
by BluntStuffy
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I'm messing around with this for a few days now and i cant find a good solution.
I'm trying to add traverse's to my map only for the Nova-Crawlers and i want normal zombies to either ignore those completely. Or when then reach the startnode, just change their path, and dont use the traverse-path..
It seems they get stuck at the startnode no matter what i do though, now i'm putting up a clip a soon as a normal zombie approache's the traverse. But i'm not satisfied with that tbh..

So is it even possible to make normal zombie's ignore certain traverse's in the map?
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Copy/paste the traverse script you are using and give it a new name. Change all of your traversals to use your new custom traverse script(s) for each traverse type. In the script, do a check to see if the zombie is a nova crawlers and stop those zombies from continuing through the traversal script. Treyarch did this for their dogs, should work fine.
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I allready tried both of these, and both with the same result.. The normal zombie's just go 'moonwalking' at the startnode.
Is there something i'm missing, not understanding correctly maybe?

Code Snippet
Plaintext
#include animscripts\utility;
#include animscripts\traverse\shared;
#using_animtree ("generic_human");

main()
{
if( IsDefined( self.animname ) && self.animname == "quad_zombie" )
{
leaper_jump_and_run_over_object();
}

        else
        {
          return;
        }
}


leaper_jump_and_run_over_object()
{
traverseData = [];
traverseData[ "traverseAnim" ] = %leaper_huge_double_jump;

DoTraverse( traverseData );
}


and also just like this, without the 'return' :

Code Snippet
Plaintext
#include animscripts\utility;
#include animscripts\traverse\shared;
#using_animtree ("generic_human");

main()
{
if( IsDefined( self.animname ) && self.animname == "quad_zombie" )
{
leaper_jump_and_run_over_object();
}
}


leaper_jump_and_run_over_object()
{
traverseData = [];
traverseData[ "traverseAnim" ] = %leaper_huge_double_jump;

DoTraverse( traverseData );
}

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They moonwalk because you don't send the regular zombie to the standard traverse script. Cross-file call to the regular traverse for any zombie who doesn't belong in this traverse script.
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So basicly make them do a normal jump for example?
But i dont want them to do any traverse at all.. Just use the startnode as a normal pathnode, or ignore it to begin with?
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So basicly make them do a normal jump for example?
But i dont want them to do any traverse at all.. Just use the startnode as a normal pathnode, or ignore it to begin with?
I think once they enter the node negotiation (which calls the animscript), they are going to move to the end of the negotiation regardless of it the anim plays or not... which is why you see them "moonwalking" through it.

Nothing is coming to mind at the moment as far as how to get the zombies to ignore the traverse before they enter the script.

 
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