Getting Headcrab Canisters To Work
Post Reply
Quote
Re: Getting Headcrab Canisters To Work
Posted by Ark_gamer on Fri Jan 20th at 1:36am 2006


So I already know how to place them, and how to fire them, and all that. Problem is, the canister does not render in the 3d skybox. The skybox works, but I can't for the life of me figure this out.




Quote
Re: Getting Headcrab Canisters To Work
Posted by HazardGameR^ on Fri Jan 20th at 5:23pm 2006


If i get it right, then you try to make some canisters falling down around your map, or something like that, and the problem is very simple:
Some (Many) entities cannot be rendered in the skybox.

I have no idea how these canisters work, nor do i have any specific
idea of which entities are rendered in skybox, but if you just want some
simple canisters falling down from the heaven and don't have any specific idea of any special- and/or sound-effects then you might be able to find an entity that are rendered in skybox, and then give it the model of a canister, and parent it to a func_tracktrain (name? ^^) outside the skybox.

I have NO idea if this works, just wanted you to know what is very possibly going wrong.





Quote
Re: Getting Headcrab Canisters To Work
Posted by Ark_gamer on Fri Jan 20th at 6:15pm 2006


I know for sure that these canisters are capable of rendering in the skybox. I might also add that you see nothing at all until it impacts, meaning you don't see it moving even inside the level.




Quote
Re: Getting Headcrab Canisters To Work
Posted by Ark_gamer on Fri Jan 20th at 6:15pm 2006







Quote
Re: Getting Headcrab Canisters To Work
Posted by hl2modder_135 on Fri Jun 30th at 1:35am 2006


what you do is place the headcrab cannister (while in hammer) in the spot where you want it, then go to the flags tab and check the "land at initial position" box, then you angle the cannister kinda pointing up but at a little angle. then you place a trigger or button or some way of firing the cannister. after the firing mechanism is set, you then place a ai_relationship entity somewhere in the map and set the subject to npc_headcrab_fast, the target to player, disposition to hate, radius to 0, disposition priority to 9, and start active to yes. all this is done inside the skybox. you can set the headcrab count and everything, except the cannister count (set to 0), in the menu to what you want. then when you run the map and fire the cannister, it will fly from the sky and smash into the ground. there is only one problem with this. the headcrabs will attack but they dont inflict damage. i am trying to figure it out right now and i will email you if i figure it out.




Post Reply