Re: Monster_generic to follow player
Posted by Necromancer on
Tue Feb 21st 2012 at 5:23am
392 posts
1499 snarkmarks
Registered:
May 5th 2008
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!
Re: Monster_generic to follow player
Posted by Necromancer on
Wed Feb 22nd 2012 at 2:55am
392 posts
1499 snarkmarks
Registered:
May 5th 2008
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 Necromancer on
Wed Feb 22nd 2012 at 5:09am
392 posts
1499 snarkmarks
Registered:
May 5th 2008
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 2012 at 10:38am
Posted
2012-02-22 10:38am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
Are you talking about like when Barney follows you around and spouts odd cop gibberish?
The best things in life, aren't things.
Re: Monster_generic to follow player
Posted by Necromancer on
Thu Feb 23rd 2012 at 4:25am
392 posts
1499 snarkmarks
Registered:
May 5th 2008
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 Necromancer on
Sat Feb 25th 2012 at 7:33am
392 posts
1499 snarkmarks
Registered:
May 5th 2008
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.