How to create a specific seqeunce
 

0 Пользователей и 1 Гость просматривают эту тему.

  • Good Citizen
  • *
  • Сообщений: 64
    • Просмотр профиля
I wanna make a simple seqeunce where the player walks into this specific area and 2 combine soldiers shoot 1 metrocop i already got the trigger_once's but how do i actually make them shoot them?
  • Citizen
  • *
  • Сообщений: 20
    • Просмотр профиля
A simple way to make the soldier shoot at the cop would be to have an ai_relationship. The subject would be the soldier, and the metrocop would be the target. The disposition should be set to "Hate." And put the "disposition priority" at a number like 100 or something.

I hope this is what you meant, and I hope this helps a little.
  • Good Citizen
  • *
  • Сообщений: 64
    • Просмотр профиля
thanks man that helped

**Edit they wont attack each other

Maybe is there a way i can make a script where the combine soldiers shoot in the direction of the metrocop and kill him

Btw this is latest leaknet build of hl2 beta
Отредактировано: 06 Авг 2017, 20:16:38 от LordRevolution
  • Citizen
  • *
  • Сообщений: 20
    • Просмотр профиля
thanks man that helped

**Edit they wont attack each other

Maybe is there a way i can make a script where the combine soldiers shoot in the direction of the metrocop and kill him

Btw this is latest leaknet build of hl2 beta

Try this fix: Put an npc_bullseye right in front of the metrocops, name it "bullseye1" for the first, and "bullseye2" for the second.

Make the ai_relationships hate the npc_bullseyes, and give them infinite health. Make it so that when the metrocops die, the bullseyes get a "kill" input.

This way, the soldiers will be shooting in the direction of the bullseye, and the bullets will hit the cops.

Hope this helped, sorry for the late reply
Отредактировано: 10 Авг 2017, 03:15:18 от Ryanisagordonfreeman
  • *
  • Сообщений: 314
    • Просмотр профиля
If you don't need the metrocop to do any metrocop stuff, and just die, you can replace them with a monster_generic set to use the metrocop model. And then ai_relationship should work, because monster_generic and npc_combine_s don't share the Combine class.
  • Citizen
  • *
  • Сообщений: 20
    • Просмотр профиля
If you don't need the metrocop to do any metrocop stuff, and just die, you can replace them with a monster_generic set to use the metrocop model. And then ai_relationship should work, because monster_generic and npc_combine_s don't share the Combine class.

This option is much better, use this.
  • Good Citizen
  • *
  • Сообщений: 64
    • Просмотр профиля
I got it fixed dont worry im actually working the final part of my map pack im presented with another issue though when i trigger the changelevel i spawn outside the map and all the npcs from the previous map duplicate into the next map
  • Citizen
  • *
  • Сообщений: 20
    • Просмотр профиля
I got it fixed dont worry im actually working the final part of my map pack im presented with another issue though when i trigger the changelevel i spawn outside the map and all the npcs from the previous map duplicate into the next map
Use an info_landmark
  • *
  • Сообщений: 314
    • Просмотр профиля
Info_landmark has little to do w/ the entities issue (it does fix spawning outside the map, though). They get duplicated because, when the trigger_changelevel gets triggered, it compiles a list of entities that need to be transfered to the next level. That includes, first of all, the player, then the player's weapon, and the followers, but also any dynamic entity in the info_landmark's PVS. There's two ways to fix it. One is to close off the changelevel area. Optimise it. Put it behind areaportals, so the entirety of the level, with all the stuff, is not visible from that point, and compile with VVIS, of course. Another is to add a trigger_transition. If a trigger_trainsition is present and tied to the trigger_changelevel, the latter will look only for entities inside the trigger_transition, and not collect everything fom the PVS.

TLDR: either move your changelevel to a small isolated room or corridor, or add trigger_transition next to it, and name it the same as the info_landmark.
  • Good Citizen
  • *
  • Сообщений: 64
    • Просмотр профиля
Info_landmark has little to do w/ the entities issue (it does fix spawning outside the map, though). They get duplicated because, when the trigger_changelevel gets triggered, it compiles a list of entities that need to be transfered to the next level. That includes, first of all, the player, then the player's weapon, and the followers, but also any dynamic entity in the info_landmark's PVS. There's two ways to fix it. One is to close off the changelevel area. Optimise it. Put it behind areaportals, so the entirety of the level, with all the stuff, is not visible from that point, and compile with VVIS, of course. Another is to add a trigger_transition. If a trigger_trainsition is present and tied to the trigger_changelevel, the latter will look only for entities inside the trigger_transition, and not collect everything fom the PVS.

TLDR: either move your changelevel to a small isolated room or corridor, or add trigger_transition next to it, and name it the same as the info_landmark.

OMG thanks im just new to mapping :D