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ai follow and a generic actor

I'm trying to make a unit follow the player in a sort of "natural" way (avoid obstacles, don't clip walls), using a generic_actor and ai_goal_follow. But for the life of me, no combination of settings or flags I've tried will get that dumb unit to follow me.

Do these entities work in Portal2? Am I going about this the right way, or are there some other things involved in getting such an ai to work?

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Not to point out to search first or anything... but the way NPC's worked in other source games seem to be broken here. What is weird about the example map someone posted was the original .bsp made the person walk, however recompiling with the P2AT didn't work.

If it is absolutely necessary to make it work: I would go back to the Alien Swarm SDK with a custom .fgd to see if NPC's can walk and follow paths there.

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The only AI that I've gotten working has been a func_tank, and the gun effect is broken so they can't shoot. If you wanted a natural AI you might need to use VScripting.

Falsi sumus crusto!

cycler_actor and aiscripted_schedule.
In the aiscripted_schedule you put in !player as goal. Now just make a timer that repeats this aiscripted_schedule every 3 seconds or something like that.

This is how it worked for me at least in HL2.

I have been messing with the "cycler_actor and aiscripted_schedule." And a "generic_actor" So far the only thing it does is look at the player, Maybe I don't have a flag or two checked, Any one having any luck with this?

In the past (Half-Life 2) I tested out these NPC objects and found myself using cycler_actor because it used the collision model of the used object instead giving it a default one. And it also was able to move.