Re: npc sequences
Posted by Chaffing_Weasel on
Fri Feb 25th 2005 at 12:22pm
Posted
2005-02-25 12:22pm
4 posts
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Registered:
Jan 5th 2005
Occupation: Student
Location: England, Bristol
Hello all, i'm having a problem trying to make an NPC do something. Mainly to do with talking and sitting down. I want to know how to trigger an NPC to talk by 'using' him (i.e. pressing E), i can't figure it out. Also about the sitting down problem, i want a certain citizen to talk while he is sat on a chair (like at the start of hl2 with the guy by the kitchen desk). Any one know any tips on how to do this sort of thing?
would appreciate the help greatly..... :smile:
Posted
2005-03-02 11:17am
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Jan 5th 2005
Occupation: Student
Location: England, Bristol
Sorry if you didn't understand about the 'using' bit, what i meant is when you go up to an item or NPC and select them by pressing the default use key (E). Normally when you select an NPC they talk. My fault if you didn't recognize what i meant, it did sound a bit wierd!
Anyway, thanx for the help mate.... :smile:
Posted
2005-03-02 11:20am
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Jan 5th 2005
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Location: England, Bristol
Just wandering, anyone else who could give me any tips about this subject? It's one that has confused me greatly, heh.
Re: npc sequences
Posted by Med_MapGuy on
Fri Mar 4th 2005 at 5:51am
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Registered:
Jan 17th 2005
Occupation: Student
Location: Philippines
Umm... Maybe you should just stick to trigger_once! Thats kinda what I did. If not, maybe an invisible func_button?? (Passable selected?)
Re: npc sequences
Posted by Horned King on
Fri Mar 4th 2005 at 3:40pm
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Registered:
Jan 27th 2005
Occupation: Shift Supervisor
Location: USA
Just add an output on your NPC or "On Use" or whatever it is, to target a scripted sequence that you have parented to the NPC. As for sitting, its also a scripted sequence, just make the post idle loop your sitting animation. Combine the two to make the guy talk when you "use" him as he sits in a chair.
HK