Monster_generic to follow player

Monster_generic to follow player

Re: Monster_generic to follow player Posted by Necromancer on Tue Feb 21st 2012 at 5:23am
Necromancer
392 posts
Posted 2012-02-21 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
Necromancer
392 posts
Posted 2012-02-22 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 omegaslayer on Wed Feb 22nd 2012 at 4:03am
omegaslayer
2481 posts
Posted 2012-02-22 4:03am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Don't think any of that is possible outside of coding your own mod.
Posting And You
Re: Monster_generic to follow player Posted by Necromancer on Wed Feb 22nd 2012 at 5:09am
Necromancer
392 posts
Posted 2012-02-22 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
Orpheus
13860 posts
Posted 2012-02-22 10:38am
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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 Wed Feb 22nd 2012 at 11:46pm
Necromancer
392 posts
Posted 2012-02-22 11:46pm
392 posts 1499 snarkmarks Registered: May 5th 2008
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 2012 at 3:51am
omegaslayer
2481 posts
Posted 2012-02-23 3:51am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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
Necromancer said:
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.
Posting And You
Re: Monster_generic to follow player Posted by Necromancer on Thu Feb 23rd 2012 at 4:25am
Necromancer
392 posts
Posted 2012-02-23 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 Riven on Fri Feb 24th 2012 at 4:45pm
Riven
1640 posts
Posted 2012-02-24 4:45pm
Riven
Wuch ya look'n at?
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1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
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! :hee:
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Re: Monster_generic to follow player Posted by Necromancer on Sat Feb 25th 2012 at 7:33am
Necromancer
392 posts
Posted 2012-02-25 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.