Damnit, Head Crabs Don't Obey Me
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Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
<div class="IPBDescription">question about scripted sequences for HL</div> Making a small map for HL and whenever I use a scripted_sequence on a bunch of headcrabs to make them storm in from all directions(of course, they will just sit and "purr" the first time you pass by them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->. Only when your on your way back with a scientist to open a door will they all run in) from their hiding places unreachable to the player only ONE head crab ever obeys.
Can a single scripted_sequence be applied to many creatures of the same name at once?
Can a single scripted_sequence be applied to many creatures of the same name at once?
Comments
grilled with BBQ sauce...
I think you may have a trigger problem.
About 50 at a time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->whos snooty?
I think you may have a trigger problem. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The people who suggested that I post in another forum just for the sake of getting a boost in selfesteem, obviously I know this isn't the strictly the correct forum for this so there's no reason to tell me, if you think it's severe enough missuse all you have to do is use the report to moderator function and just leave the thread to sink to the bottom, simple as that.
Though the trigger_push method seems a lot better, I'm sure this is used quite a few times in the original Half-Life.
How DO you use those thingies anyway 0o"
They are used to make monster_ entities(such as headcrabs and scientists) do what you wan't them do. They are typically used to make scientists help you with eyescanners and opening doors in half-life. They are not of much use making a map for ns.
When a scripted_sequence is triggered it searches for monster_ entities within the specified range with a certain name(you might name a monster_scientist mr_cheese(the player will never see the name of the scientist so call it something memorable or systematic that you know you wont use again by misstake) and then have the scripted_sequence make mr_cheese wave his hand when it is triggered).
trigger_push is a brush entity(you make a brush, e.g. a block, cylinder, sofa or anything and then you make this brush into an entity, hence the name brush entity). A trigger_push will push the player in the specified direction, this can be used to throw a player or make a one way door that can only be walked through in one direction.
To use a multi_manager you go into it's properties and name it something. Then you turn of smart edit and choose "add", "key" is the name of the entity you want to trigger and "value" is the delay before the multi_manager triggers it.
You can list alot of entities that you want to trigger. Say you want to have a few big explosions and for the ground to shake. You could use a multi_manager to trigger a bunch of env_explosions entities that you have named(e.g. explosion1, explosion2...) and an env_shake to shake the screen.
To trigger the multi_manager you simply have to add that to the target field of another entity(if you want it to go off when you open a door in the game you can set the target field of the door to the name of the multi_manager). In order for the multi_manager not to be triggered everytime you open the door you can make the multi_manager trigger a trigger_relay where the killtarget field is the name of the multi_manager(it will remove the multimanager) or you could use a trigger_changetarget to change the target field of the door to something else so that the multi_manager etc.(there are often many ways to accomplish the same thing, some better than others for that particular purpose.)
Use 'Children's name' to give the spawned headcrabs a name. You can then use a trigger_changetarget to set the target of the headcrabs to a path_corner where you want them to go (you can even link the path_corners and make them take a predetermined path).
I know it can be done in NS, because I saw several scripted headcrabs in a co, and classic NS in a black-mesa stylized environment.
PS: if you find out how to do it, drop a note on this thread for the rest of us. I personaly would like to add a scientist in one of my maps that cowers from players, or grunts/headcrabs/turrets that attack everything indescriminatly.