Как заставить крипа убегать от героя (NPC)

den4iccc

Друзья CG
20 Сен 2014
440
1
Проект
Survival in Taiga XE
Как заставить крипа убегать от героя если он нанесёт урон этому npc и ещё один вопрос можно ли размера модели (item) предмета изменить (Scale)
"ModelScale" "0.5" в предметах не работает
Код:
"reindeer"
{
	"BaseClass"					"npc_dota_creature"	// Class of entity of link to.
	"Model"		"models/heroes/enchantress/enchantress.vmdl"
	"ModelScale"		"1"
	"Level"						"1"
	
	"ConsideredHero"    "0"
	
	"UseNeutralCreepBehavior" 	"0"
	
	"HasInventory" "1"
	// Abilities
	//----------------------------------------------------------------
	"AbilityLayout"		"5"
	"Ability1"					""			// Ability 1. healmp_aura
	"Ability2"					""			// Ability 2.
	"Ability3"					""			// Ability 3.
	"Ability4"					""			// Ability 4.
	"Ability5"					""			// Ability 5.
	"Ability6"					""			// Ability 6 - Extra.
	"Ability7"					""			// Ability 7 - Extra.
	"Ability8"					""			// Ability 8 - Extra.

	// Armor
	//----------------------------------------------------------------
	"ArmorPhysical"				"0"			// Physical protection.
	//"MagicalResistance"			"0"		// Magical protection.

	// Attack
	//----------------------------------------------------------------
	"AttackCapabilities"		"DOTA_UNIT_CAP_NO_ATTACK"
	"AttackDamageMin"			"0"								// Damage range min.
	"AttackDamageMax"			"0"								// Damage range max.
	"AttackRate"				"2"								// Speed of attack.
	"AttackAnimationPoint"		"0.38"								// Normalized time in animation cycle to attack.
	"AttackAcquisitionRange"	"500"								// Range within a target can be acquired.
	"AttackRange"				"100"								// Range within a target can be attacked.
	"ProjectileModel"			""				// Particle system model for projectile.
	"ProjectileSpeed"			"0"								// Speed of projectile.

	// Bounty
	//----------------------------------------------------------------
	"BountyXP"					"30"		// Experience earn.
	"BountyGoldMin"				"8"		// Gold earned min.
	"BountyGoldMax"				"10"		// Gold earned max.

	// Bounds
	//----------------------------------------------------------------
	"RingRadius"				"70"
	"HealthBarOffset"			"260"
	"BoundsHullName"			"DOTA_HULL_SIZE_HUGE"

	// Movement
	//----------------------------------------------------------------
	"MovementCapabilities"		"DOTA_UNIT_CAP_MOVE_GROUND"			// Type of locomotion - ground, air
	"MovementSpeed"				"290"		// Speed
	"MovementTurnRate"			"0.5"		// Turning rate.
	
	// Status
	//----------------------------------------------------------------
	"StatusHealth"				"45"			// Base health.
	"StatusHealthRegen"			"0.5"			// Health regeneration rate.
	"StatusMana"				"300"			// Base mana.
	"StatusManaRegen"			"0.75"			// Mana regeneration rate.

	// Team
	//----------------------------------------------------------------
	"TeamName"					"DOTA_TEAM_BAD"			// Team name.
	"CombatClassAttack"			"DOTA_COMBAT_CLASS_ATTACK_PIERCE"
	"CombatClassDefend"			"DOTA_COMBAT_CLASS_DEFEND_BASIC"
	"UnitRelationshipClass"		"DOTA_NPC_UNIT_RELATIONSHIP_TYPE_DEFAULT"
	
	// Vision
	//----------------------------------------------------------------
	"VisionDaytimeRange"		"1400"		// Range of vision during day light.
	"VisionNighttimeRange"		"1400"		// Range of vision at night time.

}
 
Последнее редактирование модератором:
За страх, убегание, отвечает параметр Avoidance, насколько помню. Вот тебе пример одного моего юнита, который убегает:

Код:
		// Creature Data
		//----------------------------------------------------------------
		"Creature"
		{
			"DefaultState"    "Invade"
			"States"
			{
			  "Invade"
			  {
			    "Name"     "Invade"
			    "Aggression"  "0.0"
			    "Avoidance"   "100.0"
			    "Support"    "0.0"
			    "RoamDistance" "1000.0"
			  }
			}
		}
 
Последнее редактирование модератором:
Код:
"reindeer"
{
	"BaseClass"					"npc_dota_creature"	// Class of entity of link to.
	"Model"		"models/heroes/enchantress/enchantress.vmdl"
	"ModelScale"		"1"
	"Level"						"1"
	
	"ConsideredHero"    "0"
	
	"UseNeutralCreepBehavior" 	"0"
	
	"HasInventory" "1"
	// Abilities
	//----------------------------------------------------------------
	"AbilityLayout"		"5"
	"Ability1"					"ability_run"			// Ability 1. healmp_aura
	"Ability2"					""			// Ability 2.
	"Ability3"					""			// Ability 3.
	"Ability4"					""			// Ability 4.
	"Ability5"					""			// Ability 5.
	"Ability6"					""			// Ability 6 - Extra.
	"Ability7"					""			// Ability 7 - Extra.
	"Ability8"					""			// Ability 8 - Extra.

	// Armor
	//----------------------------------------------------------------
	"ArmorPhysical"				"0"			// Physical protection.
	//"MagicalResistance"			"0"		// Magical protection.

	// Attack
	//----------------------------------------------------------------
	"AttackCapabilities"		"DOTA_UNIT_CAP_NO_ATTACK"
	"AttackDamageMin"			"0"								// Damage range min.
	"AttackDamageMax"			"0"								// Damage range max.
	"AttackRate"				"2"								// Speed of attack.
	"AttackAnimationPoint"		"0.38"								// Normalized time in animation cycle to attack.
	"AttackAcquisitionRange"	"500"								// Range within a target can be acquired.
	"AttackRange"				"100"								// Range within a target can be attacked.
	"ProjectileModel"			""				// Particle system model for projectile.
	"ProjectileSpeed"			"0"								// Speed of projectile.
  "Avoidance"   "100.0"
	// Bounty
	//----------------------------------------------------------------
	"BountyXP"					"0"		// Experience earn.
	"BountyGoldMin"				"0"		// Gold earned min.
	"BountyGoldMax"				"0"		// Gold earned max.

	// Bounds
	//----------------------------------------------------------------
	"RingRadius"				"70"
	"HealthBarOffset"			"260"
	"BoundsHullName"			"DOTA_HULL_SIZE_HUGE"

	// Movement
	//----------------------------------------------------------------
	"MovementCapabilities"		"DOTA_UNIT_CAP_MOVE_GROUND"			// Type of locomotion - ground, air
	"MovementSpeed"				"290"		// Speed
	"MovementTurnRate"			"0.5"		// Turning rate.
	
	// Status
	//----------------------------------------------------------------
	"StatusHealth"				"4500"			// Base health. 45
	"StatusHealthRegen"			"0.5"			// Health regeneration rate.
	"StatusMana"				"300"			// Base mana.
	"StatusManaRegen"			"0.75"			// Mana regeneration rate.

	// Team
	//----------------------------------------------------------------
	"TeamName"					"DOTA_TEAM_NEUTRALS"			// Team name.
	"CombatClassAttack"			"DOTA_COMBAT_CLASS_ATTACK_PIERCE"
	"CombatClassDefend"			"DOTA_COMBAT_CLASS_DEFEND_BASIC"
	"UnitRelationshipClass"		"DOTA_NPC_UNIT_RELATIONSHIP_TYPE_DEFAULT"

	// Vision
	//----------------------------------------------------------------
	"VisionDaytimeRange"		"1400"		// Range of vision during day light.
	"VisionNighttimeRange"		"1400"		// Range of vision at night time.

	// Creature Data
		//----------------------------------------------------------------
		"Creature"
		{
			"DefaultState"    "Invade"
			"States"
			{
			  "Invade"
			  {
			    "Name"     "Invade"
			    "Aggression"  "0.0"
			    "Avoidance"   "100.0"
			    "Support"    "0.0"
			    "RoamDistance" "1000.0"
			  }
			}
		}

}
Что я не так делаю ? он даже с места не сдвигается :) :) :)
 
Последнее редактирование модератором:
Ой, без понятия, можешь попробовать моего просто перенять и глянуть.
Абилки ток удали, они все самодельные и отношения к побегам не имеют.

Код:
"npc_fish"	
	{
		// General
		//----------------------------------------------------------------
		"Model"						"models/items/hex/fish_hex/fish_hex.vmdl"
		"BaseClass"					"npc_dota_creature"
		"SoundSet"					"n_creep_Melee"
		"GameSoundsFile"			"soundevents/game_sounds_creeps.vsndevts"
		"Level"						"1"
		"ModelScale" 				"1.1"
		"HasInventory" 				"1"
		"UseNeutralCreepBehavior" 	"1"
		"CanBeDominated"      "1"

		// Abilities
		//----------------------------------------------------------------
		"Ability1"					"ability_no_health_bar"
		"Ability2"					"ability_set_spawn_settings"
		"Ability3"					"neutrals_respawn"
		"Ability4"					"ability_save_killer"
		"Ability5"					"ability_apply_modifier_quest_fish"

		// Armor
		//----------------------------------------------------------------
		"ArmorPhysical"				"0"			// Physical protection.
		"MagicalResistance"     "0"
		// Attack
		//----------------------------------------------------------------
		"AttackCapabilities"		"DOTA_UNIT_CAP_MELEE_ATTACK"
		"AttackDamageType"			"DAMAGE_TYPE_ArmorPhysical"
		"AttackDamageMin"			"1"		// Damage range min.
		"AttackDamageMax"			"1"		// Damage range max.
		"AttackRate"				"1.6"		// Speed of attack.
		"AttackAnimationPoint"		"0.4"		// Normalized time in animation cycle to attack.
		"AttackAcquisitionRange"	"800"		// Range within a target can be acquired.
		"AttackRange"				"90"		// Range within a target can be attacked.
	   

		// Bounds
		//----------------------------------------------------------------
		"RingRadius"				"40"
		"HealthBarOffset"			"170"

		// Bounty
		//----------------------------------------------------------------
		"BountyXP"					"5"		// Experience earn.
		"BountyGoldMin"				"0"		// Gold earned min.
		"BountyGoldMax"				"0"		// Gold earned max.

		// Movement
		//----------------------------------------------------------------
		"MovementCapabilities"		"DOTA_UNIT_CAP_MOVE_GROUND"
		"MovementSpeed"				"170"		// Speed.	
		

		// Status
		//----------------------------------------------------------------
		"StatusHealth"				"30"		// Base health.
		"StatusHealthRegen"			"0.5"		// Health regeneration rate.
		"StatusMana"				"0"			// Base mana.
		"StatusManaRegen"			"0.0"		// Mana regeneration rate.		 
		
		// Vision
		//----------------------------------------------------------------
		"VisionDaytimeRange"		"700"		// Range of vision during day light.
		"VisionNighttimeRange"		"900"		// Range of vision at night time.


		// Team
		//----------------------------------------------------------------
		"TeamName"					"DOTA_TEAM_BADGUYS"						// Team name.
		"CombatClassAttack"			"DOTA_COMBAT_CLASS_ATTACK_PIERCE"
		"CombatClassDefend"			"DOTA_COMBAT_CLASS_DEFEND_BASIC"
		"UnitRelationshipClass"		"DOTA_NPC_UNIT_RELATIONSHIP_TYPE_DEFAULT"

		// Creature Data
		//----------------------------------------------------------------
		"Creature"
		{
			//Level Up
			"HPGain"          "0"
			"DamageGain"        "0"
			"ArmorGain"         "0"
			"ManaGain"         "0"
			"MagicResistGain"      "0"
			"MoveSpeedGain"       "0"
			"BountyGain"        "0"
			"XPGain"          "0"

			"DefaultState"    "Invade"
			"States"
			{
			  "Invade"
			  {
			    "Name"     "Invade"
			    "Aggression"  "0.0"
			    "Avoidance"   "100.0"
			    "Support"    "0.0"
			    "RoamDistance" "1000.0"
			  }
			}

		}
	}
 
Последнее редактирование модератором:
Всё разобрался там было застревание
Код:
"DisableClumpingBehavior"  "1"
+
Код:
"UnitLabel"       "creep"
Спасибо, +rep
 
Последнее редактирование модератором:
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