This works if the map has script_brushmodels for doors, or clips with script_noteworthy clip (anything made from a script_brushmodel with spawnflags 1)im sure there wouldnt be one of the right shape, on top of that one of the items im trying to clip is is the spawn room
Get the first set of doors and door.targets in zombiemode_blockers_new.gsc door_think(). Thread them to another function thats just a copy of door_think() except when the door/clip is purchased use connectpaths(), then instead of deleting the door or clip Moveto new origin, Disconnectpaths().
Maybe this could workim probably using it wrong or its just not compatible but it didnt work unfortunately
it probably didn't work because of this line in the zombie_spawn_init function. From the description, it won't disconnect the paths but it will help the AI avoid the area if they can.i set up a loop if a zombie comes close enough to one of these "solid" objects they get the awareness switched to 1 then 0 when theyre away but it doesnt seem to work everytime, some zombies walk into the object then as an attempt to get away will continue through it then chase the player when theyre on the other side. i'll see if i can fine tune it though
This also worked.from what ive seen the thing above seems to do pretty much this with less hassle
Spawn a trig with 4 script_origins offset (front back left right). In a loop check if zombie istouching trig, get an array of closest origins to the zombie. 0 will be closest, [1] and [2] should be left and right of the zombies current position, [3] would be the farthest. Zombie notify stop_find_flesh and zombie notify zombie_acquire_enemy, send to origin [1] or [2], thread find_flesh.
I would also add a check for the last spot they were so they don't keep going back and forth between the origins but move around the object.
Do u think having a model use the clip material would stop players and zombies from walking through?