Scripting

Scripting

Re: Scripting Posted by Elon Yariv on Tue May 2nd 2006 at 3:14pm
Elon Yariv
130 posts
Posted 2006-05-02 3:14pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
How can I make an apach do it? I want it to shoot at a bridge but I can also make it shoot a barney thats I can place on the bridge.
Elon Yariv
Re: Scripting Posted by wil5on on Wed May 3rd 2006 at 10:14am
wil5on
1733 posts
Posted 2006-05-03 10:14am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Without using a mod (like Spirit of HL) you have to put something on the bridge to make it shoot, like a barney. The apache only shoots rockets in medium/hard difficulty too, so this wont work if the player is a wuss.
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Re: Scripting Posted by Elon Yariv on Wed May 3rd 2006 at 2:56pm
Elon Yariv
130 posts
Posted 2006-05-03 2:56pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
It was done in Hl1, in the level with the dam. He shoots the missles at the slave even if it's in an easy level.

The chopper has only one animation so it was done with AI like you said. It has to be the position of the chopper that makes him shoot the missles and not bulltes.

Oh well I can always fake it. I'll just use an env_beam that it's end target will be a train. At the end of the beam there will be a glow.(end sprite value/flag in the beam/lazer) The train will move toward a path_corner that targets a env_explotion and kills(killtarget value) the beam. I'll add the rocket sounds too, so it will look real.

As for making the chopper fly away, I'll just change it's target(trigger_changetarget) to a diffrent path that will lead him around a corner where the last path_corner will kill him.

Thanks for the information about spirit, I might use it instead of faking the seaquence.
Elon Yariv