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Woo's Elevator Move Zombies

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Created 10 years ago
by jtljac
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I would like to know how to make zombies move with an elevator with the Woo's elevator script ((https://ugx-mods.com/forum/index.php?topic=1927.0)) so they don't just fall through the floor.
Thank you.
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I would like to know how to make zombies move with an elevator with the Woo's elevator script (https://ugx-mods.com/forum/index.php?topic=1927.0)](https://ugx-mods.com/forum/index.php?topic=1927.0)[/url]) so they don't just fall through the floor.
Thank you.

When I did it, I didn't use woos elevator but made one, I spawned tag_origins and linked the zombies to them, and moved them with the elevator. The zombies could not move then during the trip so it wasn't that great. We then decided to create a point of interest and just give the zombies a path to run next to the elevator, that was hidden through a doorway. (Seen in Dixmor Asylum)
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I spawned tag_origins and linked the zombies to them
How would I do this, I have no scripting knowledge, at all.
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How would I do this, I have no scripting knowledge, at all.

With no knowledge of scripting, it is not an easy thing.
You would:
 - get any zombies in the elevator
 - either spawn a tag_origin at their origin, or
 - just link them to whatever is moving the elevator
 - then when it stops, unlink() them
 - You may have to help them re-establish paths once their up top or even move them to a safer surface...?

So it is a little complicated, and for me, it didn't really end up too good. If I were you I would do the create interest thing, which I would assume that woo script already has...?


One thing I haven't tried is using a noclip metal texture for the floor, cause dead bodies don't fall through noclip metal, which maybe could be used for the floor of the elevator? But that is just me brainstorming, I have no clue if that would help. It probably wouldn't, and if it did, would maybe just kill the zombies.
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One thing I haven't tried is using a noclip metal texture for the floor, cause dead bodies don't fall through noclip metal, which maybe could be used for the floor of the elevator? But that is just me brainstorming, I have no clue if that would help. It probably wouldn't, and if it did, would maybe just kill the zombies.
Really?! Shit. In Cube I was deleting zombies after dying because they fell. But now I think about it, I would need to have a clip_metal_ai or something to not to collide with players lol. Don't know if it would help me by the way...

In Cube I have clip_ai textures over the floor of every cube. Paths don't connect over script_brushmodels.
So you have to put one on the floor of the elevator and another where the floor will be after the elevator movement.
Then, do what MakeCents said, but you don't need to re-establish paths if you have those brushes I said.

Edit: the brushes must be just 1 or 2 units over where the floor is or should be and you have to path those areas too.
Last Edit: May 11, 2016, 07:32:37 pm by Soy-Yo
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In Cube I have clip_ai textures over the floor of every cube. Paths don't connect over script_brushmodels.
So you have to put one on the floor of the elevator and another where the floor will be after the elevator movement.
Then, do what MakeCents said, but you don't need to re-establish paths if you have those brushes I said.


Nice, It's clip_nosight_metal, is what I meant, that doesn't allow dead bodies, I just checked my messages. I was told to use in on my stairs where models were used.
Last Edit: May 11, 2016, 07:36:50 pm by MakeCents
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The reason I want to do this is incase any zombies make It inside the elevator in your trip, if they do they will get stuck in the elevator shaft. i don't mind the zombies not moving in the elevator. I have set up paths for the zombies to follow to then get to the player at a new location so that's not my issue.
Is there a chance that you could paste a template for linking zombies in the radius (also how to define that radius) to the elevator and them unlinking them.
I know other programming languages so I could probably figure out how to add it into the script although it would help if you could point out the areas in the code which i need to add to.
just looked through the code and not figuring it out so yeah.
Thank you.
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Something like this, maybe:
Code Snippet
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ai = getAIArray( "axis" );
linked = [];
if( isDefined( ai ) && ai.size > 0 ) {
    for( i = 0; i < ai.size; i++ ) {
        if( ai[ i ] isTouching( ELEVATOR_TRIGGER ) ) {
            ai[ i ] linkTo( ENT_THAT_MOVES );
            linked[ linked.size ] = ai[ i ];
        }
    }
    EN_THAT_MOVES waittill( "movedone" );
    for( i = 0; i < linked.size; i++ ) {
        if( isDefined( linked[ i ] && isAlive( linked[ i ] ) )
            linked[ i ] unlink();
    }
}
Replace the parts in capital letters with the var that holds that info. Something like this should just work (haven't tested, so it might have syntax errors or something).
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Thank you very much, I will post tommorow the results when I get the chance to test it.
Also (I could proberely figure this out by myself but) could you possibly post where in the script I need to place that code.
Thank you.
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Thank you very much, I will post tommorow the results when I get the chance to test it.
Also (I could proberely figure this out by myself but) could you possibly post where in the script I need to place that code.
Thank you.
You can just create a function with that code and call it somewhere after the doors have been closed, for example:
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self notify("door_closed"); // line inside woo_watch_elevator_car( car, inner_doors, light )
// I think self is the trigger, if not call it on the elevator trigger instead:
self thread name_of_your_func( book_forcefield )

// ···························
// changed the code to fit woo's style and replaced the ents in capital letters with what I think they should be now
name_of_your_func( link_ent )
{
    ai = getAIArray( "axis" );
    linked = [];
    if( isDefined( ai ) && ai.size > 0 )
    {
        for( i = 0; i < ai.size; i++ )
        {
            if( ai[ i ] isTouching( self ) )
            {
                ai[ i ] linkTo( link_ent );
                linked[ linked.size ] = ai[ i ];
            }
        }
        link_ent waittill( "movedone" );
        for( i = 0; i < linked.size; i++ )
        {
            if( isDefined( linked[ i ] && isAlive( linked[ i ] ) )
                linked[ i ] unlink();
        }
    }
}
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It threw up a server compile error with this line of your code
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linked[ i ] unlink();
Any idea why?

 
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