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  1. #1

    Default HELP! My Zombies are touching themselves!!

    See here, the zombies are touching their balls!!



    I have tried and tried to fix it, but with no avail. I do not know if it's a modeling issue or a programming issue. Below is my pawn and controller class

    Pawn:
    Code:
    class ZM_ZombieNerdPawn extends UTPawn
    Placeable;
    
    var Pawn P; // variable to hold the pawn we bump into
    var() int DamageAmount;   //how much brain to munch
    
    simulated function PostBeginPlay()
    {
       super.PostBeginPlay();
    	CreateInventory(class'ZMWeap_ZombieGun',false);
    
       //wake the physics up
       SetPhysics(PHYS_Falling);
       
    }
    
    /*simulated event Bump( Actor Other, PrimitiveComponent OtherComp, Vector HitNormal )
    {
     `Log("Bump");
    
         Super.Bump( Other, OtherComp, HitNormal );
    
    	if ( (Other == None) || Other.bStatic)
    		return;
    
      P = Pawn(Other); //the pawn we might have bumped into
    
    	if ( P != None)  //if we hit a pawn
    	{
                if (ZM_ZombieNerdPawn(Other) != None)  //we hit another zombie
                {
                   Return; //dont do owt	
                }
                else
                {
    			Super.StartFire(0);
                }
         }
    }
    */
    defaultproperties
    {
    	Begin Object Name=WPawnSkeletalMeshComponent
    		AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
    		SkeletalMesh=SkeletalMesh'zombieEscape.zombie'
    		AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
    		PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
    	End Object
    
    	RagdollLifespan=5000.0 //how long the dead body will hang around for
    
    	AirSpeed=300
    	GroundSpeed=400
    
    	ControllerClass=class'ZM_TestZombieNerdBot'
    	bDontPossess=false
    	SightRadius = 18000.0;
    	HearingThreshold=20000;
    	DamageAmount=100;
    }

    Controller:
    Code:
    class ZM_TestZombieNerdBot extends GameAIController;
    
    var Pawn thePlayer; //variable to hold the target pawn http://forums.epicgames.com/showthread.php?t=755213
    var Vector ShambleTarget;
    var Vector HuntTarget;
    
    
    simulated event PostBeginPlay()
    {
      super.PostBeginPlay();
    }
    
    auto state Looking
    {
    Begin:
      if (thePlayer != None)  // If we seen a player
        {
          hunt();
        }else{
    
          shamble();
        }
    }
    
    state gotoLocShamble
    {
    Begin:
      //DebugPrint("Going to move to random position");
      MoveTo(ShambleTarget);
      SetTimer(RandRange(1.0,10.0), TRUE, 'checkWhereToGo');
    }
    
    state gotoLocHunt
    {
    Begin:
      //DebugPrint("Move to player");
      MoveTo(HuntTarget);
      GoToState('Looking');
      
    }
    
    event SeePlayer(Pawn SeenPlayer) //bot sees player
    {
        thePlayer = SeenPlayer; //make the pawn the target
        //DebugPrint("I see you");
        hunt();
    }
    
    simulated event checkWhereToGo()
    {
      goToState('Looking');
    }
    
    function shamble()  
    {
        
      local int OffsetX;
      local int OffsetY;
      thePlayer=None;
      Pawn.GroundSpeed = 50;
      //DebugPrint("Shambling Around");  
      OffsetX = 250*(1-Rand(3));
      OffsetY = 250*(1-Rand(3));
      ShambleTarget.X = Pawn.Location.X + OffsetX;
      ShambleTarget.Y = Pawn.Location.Y + OffsetY;
      ShambleTarget.Z = Pawn.Location.Z;
      GoToState('gotoLocShamble');
    }
    
    function hunt()
    {
      
      ClearTimer();
      Pawn.GroundSpeed = 150;
      HuntTarget = thePlayer.Location;
      if((vsize(Pawn.Location - HuntTarget))< 75)
    	{
    	DebugPrint("FIRING!!!!!!");
    	pawn.botfire(true);
    	}
      else
    	{
    	pawn.StopFiring();
    	}
      thePlayer=None;
      GoToState('gotoLocHunt'); 
    }
    
    simulated private function DebugPrint(string sMessage)
    {
      GetALocalPlayerController().ClientMessage(sMessage);
    }
    
    defaultproperties
    {
    
    }

  2. #2
    Palace Guard
    Join Date
    Mar 2008
    Posts
    3,655

    Default

    It's a rigging issue, not programming or modeling

  3. #3
    Marrow Fiend
    Join Date
    Jul 2006
    Location
    UT40k
    Posts
    4,221

    Default

    make sure you include all the b_bones in your characters skin/rig that includes the b_IK bones otherwise you might have a few problems
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons


 

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