Product Chat / Zombies don't come at me

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Mr Xela
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Posted: 6th Apr 2016 23:59
Start off setting is the player is on top of a roof on a bunker base and needs to make his way out and looks for allys to find out what's happening with the world.

So my issue is I have a trigger zone placed with a set of zombies to appear once you step in the trigger zone. My only issue is that the zombies don't come at you when they need to. They'll just run straight into the wall no matter what script I set them they'll continue to run into the wall even with their default script. I need help as to why are they continuing to run into the wall. Help?
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synchromesh
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Posted: 7th Apr 2016 00:49 Edited at: 7th Apr 2016 00:51
Characters only work on ground level at the moment ...
This will be Rectified after the next big feature ( the Easy Build Editor ) has been added

If your in a building can you tell me which one ...or make a small video of what your seeing
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Pirate Myke
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Posted: 7th Apr 2016 00:49
Check the object FPE file for the one that you use for the walls and see if this statement is included under the Orientation section.

forcesimpleobstacle = 3

This tells the AI that there are collision boundaries now defined for the object.
Change these in each object you use for the walls. Save the files, then save the map level and reload it.

You should see a difference in behavior.

You can check the collision boundaries in test game, by pressing (tab tab) going into the matrix mode and in the lower left there is a debug slider. Slide this to 10. Now you will see what the AI is seeing.
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Mr Xela
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Posted: 7th Apr 2016 03:19
It's Bunkerhouse 2 I'm using and at the start the player starts on the roof ,and the zombies appear once you get to the 2nd floor in front of the stairs.

When I approach they'll run directly to the wall ,and won't attack me at all which is NOT what I want I want them to come after the player like a zombie game where once spotted the player will be attacked and has to kill them before being killed first.


Screenshots provided. It's a real shame that on 2nd floor even on the first floor ground level they'll continue to run into the walls. Only like 1 zombie per. section works (kinda) but a pack doesn't :/ It's saddening..

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Pirate Myke
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Posted: 7th Apr 2016 04:15 Edited at: 7th Apr 2016 04:23
Which artist makes that Bunkerhouse 2 object.
It appears not to be any that I have.

Is the forcesimpleobstacle = 3 in the FPE file for that object?

EDIT:
Can you try this for me please.

On a blank map place this object in the level:
Sandstone Structure (17).fpe
Press u key before setting it.
Press tab key once.
You should be able to see the floor now in clip mode.
Place 3 or 4 clown zombies in the room. Leave a door open for you to get in.

Place a start marker.
Place a weapon for yourself.

Press the rocket to launch test game.
Collect the weapon and walk into the building, and out the other door.

The zombies should notice you and then start to follow you thru the door to attack you.

Let me know please if this works for you.
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Jerry Tremble
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Posted: 7th Apr 2016 04:27 Edited at: 7th Apr 2016 04:28
I don't have Bunkerhouse 2 either but how high is the plane of the first floor?
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synchromesh
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Posted: 7th Apr 2016 09:28 Edited at: 7th Apr 2016 09:52
Ok replace your bunkerhouse2.fpe with the one I have provided below ...
I must emphasis again that the zombies will only work on ground level until the AI update

And if you attach the ai_zombie_waypoint_walk.lua to the walking zombies ( Also Below ) they will hunt you down .
Hope this helps
The only person ever to get all his work done by "Friday" was Robinson Crusoe..

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Mr Xela
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Posted: 7th Apr 2016 10:32
What Pirate Myke said it worked but out of them all 1 noticed, 2 ran into walls, and 2 stood there. I'm not complaining I just can't wait for the AI update so that way it can make things more interesting
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Pirate Myke
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Posted: 7th Apr 2016 14:39 Edited at: 7th Apr 2016 14:47
Ok, good.

So lets start checking the entities that make up the bunkerhouse2.
Guessing collision is right because you, the player, can walk thru these.

Where is that bunkerhouse2 entity from? It is possible that one of the other mods has it and we can test that one out.
Which zombies other then the clown are you using.

There are scripts around that make them a bit more aggressive and have more range of sight in them.

https://www.youtube.com/watch?v=y8StlnfwYCs

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Pirate Myke
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Posted: 7th Apr 2016 17:03 Edited at: 7th Apr 2016 17:24
I have acquired the Bunkerhouse2 files from Degoreds Free stuff. Thanks again.

I have tested it with some of the zombies and with the forcesimpleobject=3 statement in the FPE file of it. The zombies do follow you thru them and attack you.

Now the zombies appear to be very sort sighted right now with their default scripts.
Do a search for AI scripts, and check out smallg script thread, and you should be able to find scripts to make them behave differently.

You can also edit the scripts yourself and change some of the code in the default scripts in notepad ++ or a LUA editor program.

Attached are some scripts I modified so they react further away from you and will come out of the building at you be fore you can pickup your weapon.

Enjoy. Free to use in any manner you wish except selling as a pack or individual.

Set a Zombie and in the properties, change the script to match the name of the ones supplied below.

I set the view angle to 120, and the view range to 3000.
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HarryWever
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Posted: 7th Apr 2016 22:38
Nice scripts Myke...
Really cool.

Harry
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Pirate Myke
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Posted: 7th Apr 2016 22:45
The funny part of those old scripts is I only changed 1 number in the script.
The range inside the script at the bottom of each.

But it makes a world of difference.

Some are still acting up, and I suspect, that the biped animations may be changing for them.

But do enjoy them.
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