ByDefault
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| Joined: 25 Jul 2014 |
| Total Posts: 3197 |
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| 29 Jul 2014 05:04 AM |
How the fudge do I make a zombie with it? The wiki doesnt really help me on this one...
Please help .-. |
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Trioxide
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| Joined: 29 Mar 2011 |
| Total Posts: 32902 |
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| 29 Jul 2014 06:50 AM |
| You don't make a zombie with PFS, you create a path which a zombie can use. |
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| 29 Jul 2014 06:55 AM |
Don't even bother using it yet My zombie kept getting stuck because it wouldn't go around some walls |
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ByDefault
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| Joined: 25 Jul 2014 |
| Total Posts: 3197 |
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| 29 Jul 2014 07:17 AM |
@Trioxide
Actually, you do use PFS. You find the nearest players torso, and then create the path. |
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Trioxide
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| Joined: 29 Mar 2011 |
| Total Posts: 32902 |
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| 29 Jul 2014 11:47 AM |
No.
You use PFS to create the path. You don't use PFS to create the zombie. |
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| 29 Jul 2014 11:49 AM |
When a player is near a zombie (something you can detect using magnitude, I think), you'll need to loop the PFS (which in this case idk if it's possible because I don't know the slightest thing about PFS and it's methods. there is no wiki page for PFS SERVICE, just help on it) |
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connor954
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| Joined: 24 Jul 2008 |
| Total Posts: 947 |
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| 29 Jul 2014 11:52 AM |
| The wiki is really good at leaving out important stuff. |
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6PenTax
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| Joined: 01 Sep 2010 |
| Total Posts: 178 |
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| 29 Jul 2014 06:35 PM |
I did the same thing with PfS, ended up with a following person who doesn't even get close to your torso, just gets close about 3 or 2.5 studs away from you.
And my script looped the Async method and doesn't seem to do a thing when a path is obstructed.
If you saw the blog's video on its final minutes, you could clearly see AIs using PfS, also easily moving back up to "respawn".
Apparently it is possible. but, HOW??? |
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