Jump to content
The Dark Mod Forums

path_hide


grayman

Recommended Posts

I'm using path_hide in my map.

 

Documentation says the AI becomes invisible and non-solid. A comment elsewhere suggests path_hide is useful for removing AI from the map, which is what I want to do.

 

What it really does is only make the AI invisible. The AI is still solid (I can bump into him), and the AI continues to think, because he'll continue talking. I imagine CPU is used to cycle him through animations; they're just not painted each frame.

 

So what you get is a blocking, talking, invisible character who's still in the game. Great for a ghost, I suppose.

Link to comment
Share on other sites

To remove him completely there are a few ways:

 

Look through the entities for something like a destroy, delete, entity. I'm unsure without searching myself.

 

Alternatively use tdm_teleport and move him to a blue room.

 

Another way is a script. We can tell you how to set that up if you prefer.

 

Probably trigger all the above using a trigger entity. There is one that specifies it will only work on a named entity. I don't know if a path entity might also trigger the above instead.

 

We can post more details if needed.

Link to comment
Share on other sites

path_hide is one of those D3 paths that we've never really examined much. It's possible that none of those undocumented paths work with TDM code precisely the way they did in D3--no one has really had time to test them all.

 

What exactly are you trying to do?

Link to comment
Share on other sites

I had this exact same issue with an AI (if you've played my FM, you know who I'm talking about; the guy in the warehouse). Path_hide doesn't do the job because he's not really "hidden" (it would be great if he were, then you could bring him in and out and back in...), and I recall having some issue trying to teleport him (or maybe I just didn't understand how to do it properly), so I ended up just throwing him behind an unfrobable door, sort of hackish.

 

Some good workable solutions to this should be put up on the wiki because it's a useful thing to be able to do.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Link to comment
Share on other sites

I'd look at how we did the rats in St. Lucia. They are teleported in on trigger and then eventually are destroyed when they get out of the players POV. I'm not sure exactly how it was done though. I'm going to want to do something similar with AI in my map, so bonus points if someone else can figure it out first. ;)

Link to comment
Share on other sites

For the record, here is my previous post on this issue. Doesn't really add any information, but just some thoughts.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Link to comment
Share on other sites

Thanks for the replies.

 

Here's what I did:

 

I wrapped the AI's final path corner in a trigger_once_entityname and gave the trigger the keyword pair "entityname <AI_name>". (The docs don't tell you about this key, but the game will error out if it's not there, and tell you it's missing. A classic "trial by error".)

 

The trigger targets a func_remove, which has the key "target <AI_name>".

 

So when he reaches the last path_corner, the trigger recognizes him and tells the func_remove, which takes him out of the game.

Link to comment
Share on other sites

  • 3 weeks later...

Thanks for the replies.

 

Here's what I did:

 

I wrapped the AI's final path corner in a trigger_once_entityname and gave the trigger the keyword pair "entityname <AI_name>". (The docs don't tell you about this key, but the game will error out if it's not there, and tell you it's missing. A classic "trial by error".)

 

Hm, strange, I don't see it mentioned here:

 

http://bloodgate.com/mirrors/tdm/pub/doc/#entity-trigger_once_entityname

 

Hm, probably a bug in my code.

 

Also, seeing that the doc file hasn't been regenerated since 21.1.2010, I just uploaded a new version.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 0 replies
    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 3 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
×
×
  • Create New...