Re: Getting Headcrab Canisters To Work
Posted by Ark_gamer on
Fri Jan 20th 2006 at 1:36am
3 posts
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Registered:
Jan 20th 2006
Location: USA! USA! USA!
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.
Re: Getting Headcrab Canisters To Work
Posted by HazardGameR^ on
Fri Jan 20th 2006 at 5:23pm
75 posts
27 snarkmarks
Registered:
Nov 30th 2005
Occupation: Student
Location: Denmark
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.
Re: Getting Headcrab Canisters To Work
Posted by Ark_gamer on
Fri Jan 20th 2006 at 6:15pm
3 posts
0 snarkmarks
Registered:
Jan 20th 2006
Location: USA! USA! USA!
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.
Re: Getting Headcrab Canisters To Work
Posted by hl2modder_135 on
Fri Jun 30th 2006 at 1:35am
12 posts
21 snarkmarks
Registered:
Jun 22nd 2006
Location: USA
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.