Zombies around a corner & logic_case's pickrandom

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I've set up a test scenario in my map. I'm planning to make a Synergy map, but I've never really dealt with NPCs or many entities.

One thing that bugs me in some custom Synergy maps is when enemies spawn right in front of you, out of thin air. What I planned on doing is having a hallway with a corner up ahead, which the player can't get to yet for one reason or another. NPCs such as 5 zombies would spawn up ahead, around the corner, out of the player's view, but would immediately walk/run out aggressively after the player.

So far I have an npc_maker set to create 5 npc_zombies, and it's triggered by a trigger_once brush. I placed info_nodes on the ground in a web. I tried making a scripted_sequence and in its outputs I set its Target NPC to the Name of the npc_maker, and I left the Move To Position as Walk. The first one just stands there however and prevents the others from spawning.

I'm pretty sure I need to also "Trigger" the scripted_sequence, but I don't think that would work.. seeing as I think I'd need to keep triggering it for when the other zombies spawn, so they know to walk forward to the scripted sequence point too.

Is there a better way I can do this? I'm almost positive there is a way to make the enemies spawn and *automatically* hate AND know exactly where the player is right when they spawn, so they'd automatically make their way to the player using the info_nodes, right?

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My other question is unrelated but, I was planning on using a lot of logic_case ents and its PickRandom thing. So, sometimes when you play the map, and you get to a certain hallway, zombies might come from up ahead. Another time you play the map and get to that same spot, headcrabs might fall through the ceiling instead. This is so the map is different each time and the players that have already played the map don't cluster around the areas where they KNOW enemies will come from. I.e. headcrabs coming from a vent, if a player knows there will be 10 headcrabs coming from it, he'll run over to it as quickly as he can and spam his crowbar, but if there are 3 or 4 multiple attack possibilities, this could be avoided.

My question is, since this would require a lot of ents and logic_cases, should I be somehow Killing the ents that are not used? Using that first example, the zombies up ahead in the hallway or the headcrabs falling through the roof, if it randomly chooses to activate the npc_maker that makes the zombies, should I Kill the one that makes the headcrabs, just to reduce the number of ents in the map? If so, how do I do that?

Thanks
 
Answer to number 1
Just use an ai_scriptedschedule
Answer to number 2
No idea.
 
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