Making monster move...

foxmulder

L1: Registered
Dec 20, 2009
3
0
I'm stumped on this one. Here's the situation:
Currently I have a spider (Prop_Dynamc) parented to a sled (Prop_Physics) so it can move around the map.

I resorted to using a "sled" because it works fairly well on ramps and kinda good on stairs. But the phyics interaction with the environment would look a lot better if the collisions came from spider's dynamic animations rather than the crappy sled.
So how can I do this?

Tired, spend the whole day trying to come up with a solution. Hope my question isnt too vague
Oh yea the movement is being controlled through a sourcemod plugin just in case your wondering.

This is the physics model it uses now
sled.jpg


This is the Physics model I would like to use
collision.jpg


The model
regular.jpg


The Animations
animations.jpg
 
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foxmulder

L1: Registered
Dec 20, 2009
3
0
Well it doesn't really go in a set direction, it follows players around and moves towards enemies. They also go towards specifics points such as: sentries, teleporters, capture points, health packs and lockers.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
The only way to give it an ai would be to make a npc_manhack and weld them together, then grab an ai_relationship and tell the manhack to hate everything you just mentioned. I don't think it will work, but that's your best bet.
 

foxmulder

L1: Registered
Dec 20, 2009
3
0
The AI is no problem that's already been dealt with. Let me try to rephrase my question:
How can I have a prop_physics follow a prop_dynamics animations?

My end goal is to have the spider (Prop_Dynamc) parented to the same model (Prop_Physics) so it can collide with the map correctly. I need the Prop_Dynamic to play the animations and I need the Prop_Physics so I can apply physic forces to it.

Like If the Spider is walking and one foot is up in the air then the physics model will also have one foot in the air. Or if the spider is jumping with its legs up then the physics model also has its "legs" jumping as well.

Maybe bone merge?
 
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