Making a monster follow a given path

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Making a monster follow a given path

Postby iBrokeMyAss » Sun Jan 24, 2021 12:21 pm

I am trying to make some cars in my mod rn, but they just drive all over the place. How can I make them follow specific paths?
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Re: Making a monster follow a given path

Postby Kappes Buur » Sun Jan 24, 2021 1:34 pm

Check out the scripted patfollowers in Paranoid
Download link

    transport cart in TITLEMAP
    airplane in MAP03 (puke 34)
    airplane in MAP07 (puke 33)

or something simpler like in my example where actors follow a path until disturbed by gun fire
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Re: Making a monster follow a given path

Postby iBrokeMyAss » Sun Jan 24, 2021 5:22 pm

New problem:
nothing is spawning on my map, the things are there, just nothing is spawning on the map after I converted it to Hexen Format.
here's the map. What am I doing wrong
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Re: Making a monster follow a given path

Postby Kappes Buur » Sun Jan 24, 2021 9:07 pm

iBrokeMyAss wrote:New problem:
nothing is spawning on my map, the things are there, just nothing is spawning on the map after I converted it to Hexen Format.
What am I doing wrong


What are those mapspots in the paths for?
You did not associate any actor with Thing_SetGoal to follow the tagged path

Spoiler:


Concerning actors not showing up, your map is, I assume, for single player,

Spoiler:


therefore you have to tick the Singleplayer flag, and select a class.

Furthermore I assume that you use either DB2 or DBX, neither of which tell you if a flag is missing.
Last edited by Kappes Buur on Sun Jan 24, 2021 9:26 pm, edited 1 time in total.
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Re: Making a monster follow a given path

Postby iBrokeMyAss » Sun Jan 24, 2021 9:26 pm

Kappes Buur wrote:
iBrokeMyAss wrote:New problem:
nothing is spawning on my map, the things are there, just nothing is spawning on the map after I converted it to Hexen Format.
What am I doing wrong


What are those mapspots for?
You did not associate any actor with Thing_SetGoal to follow the tagged path

Spoiler:


those mapspots are for an acs script that spawns a random car.
here's the script:
Code: Select allExpand view
#library "cars"
#include "zcommon.acs"

script 420 ENTER
{
   SpawnSpot ( "PedCarRandom", 30, 31);   
   Thing_SetGoal (
     31,       // Thing ID of monster to send to a patrol point
     12,      // Thing ID to send the monster to
     0,      // Tics before the monster starts moving toward the patrol point
     0
   );
}

thanks for the help :)
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Re: Making a monster follow a given path

Postby Kappes Buur » Sun Jan 24, 2021 9:27 pm

crossposting :D

Your map does not contain a script and the BEHAVIOR lump is of 0 size.
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Re: Making a monster follow a given path

Postby iBrokeMyAss » Sun Jan 24, 2021 10:06 pm

Kappes Buur wrote:crossposting :D

Your map does not contain a script and the BEHAVIOR lump is of 0 size.

https://www.mediafire.com/file/jn3gstm2 ... m.pk3/file
Heres the entire pk3 im working with here, that has the acs script and stuff
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Re: Making a monster follow a given path

Postby Kappes Buur » Mon Jan 25, 2021 1:09 pm

I simplified your map to just show the cars circling around the block.
More patrol points should make the car movement less erratic.

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Re: Making a monster follow a given path

Postby iBrokeMyAss » Mon Jan 25, 2021 4:33 pm

Ok, so i deleted the cars and the path in the origional map, and copied the ones you made into it.
But the cars still don't work, could it be because of the editor I am using? I'm using Eureka (pretty much the only option for linux)
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