scripted sequences

scripted sequences

Re: scripted sequences Posted by Guessmyname on Thu Dec 9th 2004 at 8:22am
Guessmyname
342 posts
Posted 2004-12-09 8:22am
342 posts 173 snarkmarks Registered: Dec 6th 2004
In my map I've got a romm with a section of glass panelling that reveals the air ducts (the idea is that its a maintinance bit) and I wan't a large swarm of headcrab to go running through it. I've tried a scripted sequence but it won't work. Any help?
Re: scripted sequences Posted by morpheus77 on Thu Dec 9th 2004 at 10:40am
morpheus77
21 posts
Posted 2004-12-09 10:40am
21 posts 2 snarkmarks Registered: Dec 9th 2004 Occupation: IT Location: Netherlands
Assuming you are talking about Single player?

1. Make 2 path_corner entities, set the names to walkhere1, walkhere2, then set the "Next Stop Target" field for the walkhere1 corner to walkhere2.

2. Make a NPC_Headcrab Entity, set the name to MyHeadcrab, and the Target pathcorner to walkhere1. Then, Check the Flag "Template NPC", very important.

3. Now, create a NPC_Template Maker entity somewhere where you want them to come out, they'll drop to the floor by default

Set the Name of Template NPC to "Myheadcrab" or what ever you picked for the name of the NPC_headcrab. it will use the settings from that headcrab, so also the target pathcorners.

Ofcourse, give it a name, incase you want to trigger it on or off.

Set Start Disabled to Yes if you want to trigger it with a trigger once/multiple brush. (trigger brush: make a brush, give it the texture tools/toolstrigger and do "to entity then Trigger_once, just incase :smile: )

Set the Number of NPCs field to the total maximum of NPC this spawner can EVER spawn. (you can later add more, but thats done with an input)

Max live NPC's is the maximum nr of NPC"s that can run around at any one time.

Frequency is the number of NPC it will spawn in one time. (also correctly set the max live NPC's is you make this number higher)

You can give the NPC Children's names/squadname to refer to them, kill them or do something else.

Check out the flags too, they're pretty obvious.

Here's an examplemap on my FTP server ftp://82.161.83.213/headcrab.vmf

Hope this helps.

Great forum guys, allways liked snarkpit. Even that pesky level :biggrin:
Re: scripted sequences Posted by Guessmyname on Thu Dec 9th 2004 at 4:33pm
Guessmyname
342 posts
Posted 2004-12-09 4:33pm
342 posts 173 snarkmarks Registered: Dec 6th 2004
It doesn't work I'm afraid. I did what you suggested (hell, I even had a look at your example map - that address shows it's code!) but they just won't move

This bit's to explain how the headcrabs got into there in the first place, and why they keep randomly coming from the air ducts etc.

PS This Single Player map bundle won't be finished for a while and won't be a mod because I don't have that Microsoft thingy you need for them.

Come to think of it it will probably be abandoned
Re: scripted sequences Posted by Nanodeath on Thu Dec 9th 2004 at 5:31pm
Nanodeath
356 posts
Posted 2004-12-09 5:31pm
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
This is somewhat unrelated, but this seems like the behavior for monsters in DM maps that I try to make. Is this how it is with everyone? Haven't had any luck with it yet.

Oh, and did you try compiling/running the map, just to make sure it worked on your computer?...
Re: scripted sequences Posted by Guessmyname on Thu Dec 9th 2004 at 5:34pm
Guessmyname
342 posts
Posted 2004-12-09 5:34pm
342 posts 173 snarkmarks Registered: Dec 6th 2004
Yes, and this is a single player map too...

Hammer hath issues.
Re: scripted sequences Posted by morpheus77 on Thu Dec 9th 2004 at 7:44pm
morpheus77
21 posts
Posted 2004-12-09 7:44pm
21 posts 2 snarkmarks Registered: Dec 9th 2004 Occupation: IT Location: Netherlands
thats why I said, Assuming its for Single player in the first line :rolleyes:

In the Deathmatch scripted actions just dont work, really.

Sorry in that case, but then I don't know, and even doubt its possible.
Re: scripted sequences Posted by Guessmyname on Sun Dec 19th 2004 at 12:18am
Guessmyname
342 posts
Posted 2004-12-19 12:18am
342 posts 173 snarkmarks Registered: Dec 6th 2004
Sorry for the revival. Can someone please make a tut on scripted / aiscripted sequences please?

Pleeeeeeeeeee[size=18]eeeeeeeeeeeeeeeeeeeeeeeeeeeeeee[/size]eeeeeeeeese!
Re: scripted sequences Posted by Guessmyname on Sun Dec 19th 2004 at 12:44am
Guessmyname
342 posts
Posted 2004-12-19 12:44am
342 posts 173 snarkmarks Registered: Dec 6th 2004
Never mind. I've sorta figured out for myself. I might make a tut on it
Re: scripted sequences Posted by Guessmyname on Sun Dec 19th 2004 at 12:51am
Guessmyname
342 posts
Posted 2004-12-19 12:51am
342 posts 173 snarkmarks Registered: Dec 6th 2004
done-me-do. Am writing said tut now.