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Author Topic: Working HHH for maps  (Read 1620 times)
Offline  Raiin
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Kangaroo-izzle
Posts: 243
Apparently, I'm a robot.
How to make the Horseless Headless Horseman work on custom maps, primarily for maps where you want the HHH to run around well away from the CP.

Basic HHH logic:
He will retreat toward the CP if no one is on the NAV mesh.
Default HHH search range is 1500 hammer units from the first active CP.
The model itself is less than 32 hammer units wide. (Very thin, smaller than a player, can be seen when he falls into cheval blue spawn)

.NAV file information
These files are pretty simple to make, but depending on how complex the terrain is can take a while to create/alter. nav_generate will create a mesh and .NAV file in the tf/maps folder. It may create the mesh in an unintended area (eg pagoda blue spawn), can be fixed by using "ent_fire info_player_teamspawn kill" and then where you want the mesh to be generated, "ent_create info_player_teamspawn".

Valve dev wiki: Navigation Meshes
https://developer.valvesoftware.com/wiki/Navigation_Meshes

The HHH only cares about connected blocks, so you won't need any nav_jump or nav_ladder etc. Notable commands you will use: Nav_delete, nav_edit 1, nav_mark, nav_connect, nav_merge, nav_split, nav_splice, nav_connect, nav_disconnect, nav_generate, nav_analyze, nav_save, nav_begin_area and nav_end_area. That's really not a lot of commands to know, if you do not know what a command is for you can try typing into console "find <command>" or check the wiki page.

Plugins you will want: (None of these plugins require sv_cheats 1)
HHH spawning plugin - By Geit
http://forums.alliedmods.net/showthread.php?t=141720

Increase HHH search range - By Conductor
Source - http://pastebin.com/DvRebGqQ
Plugin - http://www.mediafire.com/?omf5kicn36iao75

Commands tf_halloween_bot_chase_range 99999 and tf_halloween_bot_quit_range 99999 must be put in a config somewhere for HHH to target correctly, the plugin removes the cheat flag from these commands.

Extra files you may want:
Monoculus spawning plugin - by DarthNinja
http://forums.alliedmods.net/showthread.php?t=170694

.NAV files for a few jump maps - by Raiin (place in maps folder, server side)
Cheval + Aridia: http://www.mediafire.com/?69g9iy9rgrfsbhh
Rook + Pagoda: http://www.mediafire.com/?my376udmhs73e9j

Notes:
If the HHH has no target, he will run to the closest section of the mesh to the CP and sometimes will teleport out or directly to the CP.
No mesh, no HHH movement. If he over runs a part of the mesh he will attempt to turn back and get back on the mesh if possible.
Monoculus will skate along the ground unless there is mesh along the floor.
Monoculus will occasionally not shoot at all, my guess is that it is a range on the Z axis from the spawn point.
HHH commands are tf_halloween_bot_...
Monoculus commands  are tf_eyeball_...
« Last Edit: April 04, 2012, 03:22:38 AM by Raiin »


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Fly
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Posts: 74
So what is a donkey punch
Careful im 99% sure that the monocolus plugin will crash your server when spawned.


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Strange Macket Gadneh
   
Offline  Raiin
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*

Kangaroo-izzle
Posts: 243
Apparently, I'm a robot.
Careful im 99% sure that the monocolus plugin will crash your server when spawned.
Jump iT has spawned 10 at once, no crashes.
I wouldn't post about it unless it was working.  ::)


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