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Post by bueller on Dec 10, 2011 3:02:02 GMT
Hello, I'm having trouble with making NPCs act busy and the steam forums haven't given any response at all. I've figured out how to make act_busy work for at least one NPC, but any more than that and it doesn't work for all the NPCs. I have tried these tutorials, with no luck: www.interlopers.net/tutorials/31744www.youtube.com/watch?v=xKHqa_q6UB4I cannot find any tutorial which discusses the specific issues of having multiple NPCs act_busy, and I can't figure it out myself by looking at the example here: developer.valvesoftware.com/wiki/Actbusy#ExampleHow do I properly make multiple NPCs act_busy?!
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Post by Zeph on Dec 10, 2011 23:59:44 GMT
That tutorial even has a section on multiple act busy.
Your best bet is try the tutorial again, as the guy who wrote it will know far more than anyone here on it.
Check: If each NPC has their own name, they need their own node.
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Post by bueller on Dec 11, 2011 0:18:34 GMT
Thanks, I guess I'll try it again. With particular focus on each NPC name and node.
Good to get some kind of response anyway.
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Post by Zeph on Dec 11, 2011 10:09:39 GMT
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Post by bueller on Dec 12, 2011 5:00:04 GMT
It doesn't work at all for the second NPC. I don't get what I'm doing wrong!
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Post by bueller on Dec 12, 2011 5:05:53 GMT
oh...apparently it works if the NPC and all the nodes are not touching the ground. weird. Anyone hear of this?
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Post by Zeph on Dec 12, 2011 10:21:50 GMT
Usually entities are ok if they touch a world brush, but they shouldn't be inside the world brush. I guess it's a bit different for nodes, which need to be slightly above. Not noticed the problem myself before, on usually suffices.
Glad it's working for you though!
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Post by bueller on Dec 12, 2011 18:31:00 GMT
Yeah I'm still confused how to get numerous NPCs to not go to the wrong actbusy, but I may make some of them scripted_sequence instead. But then I'll of course need to figure out how to make it so I can script walking, if possible. On a Trigger.
Anyway, it's a start!
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