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Re: Making entities follow the player
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Pierre-Marie Baty
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Default Re: Making entities follow the player - 03-05-2004

I don't see what's so terribly wrong by making the hostage follow waypoints ? ???

Else you can do something more realistic, make your hostage fire a TraceHull (human_hull) towards your player and always head up towards the last hit point which reached the player (i.e, the vector location where your player was last visible for the hostage...)

I don't see the place where you put your hostage in movement ?
Setting the angles may not necessarily be enough. IMO a pfnWalkMove() call should be needed (it's the RunPlayerMove() for monsters...)



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