Strider Weapon...Ep 2?

Strider Weapon...Ep 2?

Re: Strider Weapon...Ep 2? Posted by Phoenix492 on Sun Sep 24th 2006 at 10:04am
Phoenix492
7 posts
Posted 2006-09-24 10:04am
7 posts 1 snarkmarks Registered: Sep 15th 2006 Occupation: Aircraft Engineer Location: UK
Well - we have all seen the video, right? the Episode 2 video, where a strider uses its underslung cannon, and demolishes a building into thousands of pieces.

I have worked out how to get the building to break into lots of pieces (using func_brush, phy convert, env_explosion, scripted_target and a func_button). Problem is, the Strider fires at the builiding using its normal cannon (because I'm using the SetCannonTarget in the I/O tab).

Question is: what is the command for the underslung weapon? Or is it not going to be avaliable till episode 2 release?

I'm quite confused...
Re: Strider Weapon...Ep 2? Posted by midkay on Fri Sep 29th 2006 at 2:32am
midkay
398 posts
Posted 2006-09-29 2:32am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
It's used in several places in HL2, a lot of the "destroyed city 17" areas - one of these is included with the SDK, check it out, it probably has "c17" in the name, or "streetwar".

It'd be worth playing through ingame to see where things get blasted by the strider's laser cannon and then go into the SDK map and investigate how it's done.

FWIW, the building demolition in Episode 2 uses a lot of "cheap" physics gibs that don't bounce around very realistically but look alright when used in conjunction with some proper physics items and a lot of little gibs. It's part of Valve's "cinematic physics" system which aims to create larger-scale destruction and displays of physics with less work by the mapper. Just so you know.. that scale destruction with the current engine will most likely not work nearly as well as it will in Ep2.
-- midkay
Re: Strider Weapon...Ep 2? Posted by Head_Hunter on Tue Oct 10th 2006 at 3:03am
Head_Hunter
5 posts
Posted 2006-10-10 3:03am
5 posts 1 snarkmarks Registered: Oct 10th 2006 Occupation: Ya. Ya. I am a slacker Location: U.S.
email (David.DVH@Gmail.com) me i will send you an example map, the things that got me when i first made a strider do that was the info_node's you have to have them.
Re: Strider Weapon...Ep 2? Posted by Phoenix492 on Fri Oct 20th 2006 at 9:35pm
Phoenix492
7 posts
Posted 2006-10-20 9:35pm
7 posts 1 snarkmarks Registered: Sep 15th 2006 Occupation: Aircraft Engineer Location: UK
Yeah, thanx for everything - all sorted. New Question though - can the Strider only shoot at another NPC? I can make it shoot at the NPC_bullseye, !player, other Generic NPCs, but not Info_targets...not that I'm worried, I'll just use the bullseye...just curious....

oh, and if anyone needs any help on getting the effect of the cannon just right - i have it down to a tee! phys explsion, shakes, fades - the lot :smile:
Re: Strider Weapon...Ep 2? Posted by Dark_Kilauea on Sun Oct 22nd 2006 at 1:38pm
Dark_Kilauea
629 posts
Posted 2006-10-22 1:38pm
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
Yes, the stider can only shoot at npc's. Use the npc_bullseye, he has no ai, is incapible of movement, and is very similar to an info_target.
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/