I was wondering if it would be possible to make it so that a monster_generic can be told to follow the player. Maybe scripted_sequence? I tried that and the monster does move to the actual sequence entity but is it possible to make the monster follow the player?
To be more specific I am trying to use a monster that was not implemented in the original Half-Life, the monster called Friendly. If I use a monster_generic and fill in models/friendly.mdl in the model field it shows up and it also moves correctly to the scripted_sequence, but can it be made to follow the player. (Using any method that could work, I'm just thinking scripted_sequence right now) I want to give the illusion that the monster is an actual threat and is seeking out the player.
Thanks!
1
Re: Monster_generic to follow player
Posted by Necromancer on Wed Feb 22nd at 2:55am 2012
Posted by Necromancer on Wed Feb 22nd at 2:55am 2012
Aternative: Would it be possible to make the monster fully functioning? It already has animations and attacks but was never implemented in the original game.
Re: Monster_generic to follow player
Posted by omegaslayer on Wed Feb 22nd at 4:03am 2012

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Posted by omegaslayer on Wed Feb 22nd at 4:03am 2012
Don't think any of that is possible outside of coding your own mod.
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Re: Monster_generic to follow player
Posted by Necromancer on Wed Feb 22nd at 5:09am 2012
Posted by Necromancer on Wed Feb 22nd at 5:09am 2012
I actually do have a mod set up, but I assume you wouldn't know anything about the needed coding?
Re: Monster_generic to follow player
Posted by Orpheus on Wed Feb 22nd at 10:38am 2012

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Posted by Orpheus on Wed Feb 22nd at 10:38am 2012
Are you talking about like when Barney follows you around and spouts odd cop gibberish?
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Re: Monster_generic to follow player
Posted by Necromancer on Wed Feb 22nd at 11:46pm 2012
Actually I mean having it chase the player. (Just like regular monsters do when they attack)
Also do you know of any way to make this monster into an actual functioning monster? Is there anyway that you can find the code or something for this. I know it is possible becuase I have seen mods where this particular monster is an actual enemy.
The model name for this monster is friendly.mdl, I have seen it more commonly referred to as Mr. Friendly.
Thanks.
Posted by Necromancer on Wed Feb 22nd at 11:46pm 2012
Quote
Are you talking about like when Barney follows you around and spouts odd cop gibberish?
Actually I mean having it chase the player. (Just like regular monsters do when they attack)
Also do you know of any way to make this monster into an actual functioning monster? Is there anyway that you can find the code or something for this. I know it is possible becuase I have seen mods where this particular monster is an actual enemy.
The model name for this monster is friendly.mdl, I have seen it more commonly referred to as Mr. Friendly.
Thanks.
Re: Monster_generic to follow player
Posted by omegaslayer on Thu Feb 23rd at 3:51am 2012

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Posted by omegaslayer on Thu Feb 23rd at 3:51am 2012
I don't think the monster_generic has any AI coded to it. Its main goal was just to be part of a scripted sequence - much like the robot you see at the beginning of HL1 on the tram
I never delve into coding a mod for HL1, I've played with HL2 mods before because the source is easy to compile/setup. HL1 I really have no idea. Google is normally a great place to start. But keep in mind that your trying to develop for a game thats well over 15 years old now. I don't think theres going to be much support for it.
Quoting Necromancer
I actually do have a mod set up, but I assume you wouldn't know anything about the needed coding?
I never delve into coding a mod for HL1, I've played with HL2 mods before because the source is easy to compile/setup. HL1 I really have no idea. Google is normally a great place to start. But keep in mind that your trying to develop for a game thats well over 15 years old now. I don't think theres going to be much support for it.
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Re: Monster_generic to follow player
Posted by Necromancer on Thu Feb 23rd at 4:25am 2012
Posted by Necromancer on Thu Feb 23rd at 4:25am 2012
All right. Thanks for everyone's help. And yes, the monster_generic does not have AI. It only does what you tell it through sequences, etc...
Re: Monster_generic to follow player
Posted by Riven on Fri Feb 24th at 4:45pm 2012

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Posted by Riven on Fri Feb 24th at 4:45pm 2012
The GldSrc engine may not have a lot of active support for it, but surely plenty of archives still left around I would imagine.
Enjoy the wonderful world of coding!
Enjoy the wonderful world of coding!
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Re: Monster_generic to follow player
Posted by Necromancer on Sat Feb 25th at 7:33am 2012
Posted by Necromancer on Sat Feb 25th at 7:33am 2012
I had no luck in finding code for it, but I did do the next best thing. I made my own "functioning" version. I just used the model and a func_lasertank in front of it so it looks like it is shooting lasers at the player. I also made it so that when you enter the room with it monster screams play until you kill it. Also, I had a rotating force field barrier with slots in it to shoot through, to compensate for the one shot kill of the monster_generic.
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