• T-Rex SNPC
    226 replies, posted
Hi everyone! I decided to create a new thread for the T-Rex, considering it had a considerable fan following. Also, give half credit to JDude and many thanks as well, he animated the whole damn thing. Pics: [img]http://www.garrysmod.org/img/dl/57811_1.jpg[/img] [img]http://www.garrysmod.org/img/dl/57811_2.jpg[/img] [img]http://www.garrysmod.org/img/dl/57811_3.jpg[/img] What is he? He's a complete, animated T-Rex, with animations, roaring, stomping, among other things. Treat him like you would an animal instead of a mindless monster, because I programmed him to act like that. He'll get angry and roar at you if you get too close, go into a stomping rage if you shoot him, ect. [url=http://www.garrysmod.org/downloads/?a=view&id=57811][img]http://www.garrysmod.org/img/?t=dll&id=57811[/img][/url] There's also a patch that fixes a few things: [url=http://www.garrysmod.org/downloads/?a=view&id=58478][img]http://www.garrysmod.org/img/?t=dll&id=58478[/img][/url][B][/B] Tell me what you think.
Sweetness. Do we have to delete the previous version?
I do not believe so, to tell you the truth. But I'm not sure. Best to do it just to be safe.
who animated it
could you reupload to filefront
The only thing is that I think you made the dinosaur a bit too small. Maybe increase size by a bit. And is it possible for it to destroy props. Like say you make a big wooden wall and grab its attention. Would it run at you and destroy the props? [b]Edit:[/b] By the way lua king to you :D [b]Edit:[/b] Oh and do we drop it into addons
I animated it X] ...Your welcome :) And, we've been over the size issue before. Things in the Source engine never look very big do they? And yet the spikes on the bottom of a strider's legs are at about the height of a man. The TRex was a big animal, certainly, but it wasn't Godzilla.
hea im not a lua coder or any thing but i have been waiting a long time for some one to make couter strike npcs and i was wondering if u couldlua code css models seeing that ur so good at lua coding things
[QUOTE=J-Dude]I animated it X] ...Your welcome :) And, we've been over the size issue before. Things in the Source engine never look very big do they? And yet the spikes on the bottom of a strider's legs are at about the height of a man. The TRex was a big animal, certainly, but it wasn't Godzilla.[/QUOTE] More fiction less science [b]Edit:[/b] it's a very good snpc... But once again like almost all your snpcs notarget / ignore player doesn't works on them...
i'm in love...
Huh? Ignore Player works on Rexy... It has since beta 2... And there's nothing to be done about his size anyway. Scaling him up with the QC file results in a SCREWED ragdoll and physics model.
[QUOTE=J-Dude]Huh? Ignore Player works on Rexy... It has since beta 2... And there's nothing to be done about his size anyway. Scaling him up with the QC file results in a SCREWED ragdoll and physics model.[/QUOTE] Sometime it works sometime it doesn't, i have to suicide for it to work, and if I shoot him he begins to go toward me..
Yay it's finally released! :holy:
please reupload
Bug report here. It appears that the Space Marine bolter and the Tau Rifle cause a lot of pushback on Rexy. I spawned 6 Fire Warriors with rifles, and they kept Rexy moving in place until he died. Same with Space Marines and their bolters. Also, he has a tendency to clip partially through buildings and bug out.
I've noticed that if an npc gets very close to Mr.Rexy (melee range), he cannot attack him. He just stands there and stares into space until he finally...dies. Also, wasn't he supposed to "eat" ragdolls? He never seems to do so. Edit: Never mind. Everything works except that ragdoll eating thing.
Something else to add to everything, this isn't really a bug but it's somewhat noticeable. First would be the T-rexes' stomp. It needs some form of vibration or it seems like a normal step. The sound for it is also too soft to differentiate it from the normal walk animation. Who knows, it could even be the T-rex itself bugging and doing the walk animation. Another thing would be that, if you shoot it with the Ar2's alternate fire, the T-Rex model will black out like any other NPC would, but instead of disintegrating and removing itself, it spawns a T-Rex ragdoll while the T-Rex idle sounds still play in the background. Not much of a bug though.
[QUOTE=EvilSquirrel]Something else to add to everything, this isn't really a bug but it's somewhat noticeable. First would be the T-rexes' stomp. It needs some form of vibration or it seems like a normal step. The sound for it is also too soft to differentiate it from the normal walk animation. Who knows, it could even be the T-rex itself bugging and doing the walk animation. Another thing would be that, if you shoot it with the Ar2's alternate fire, the T-Rex model will black out like any other NPC would, but instead of disintegrating and removing itself, it spawns a T-Rex ragdoll while the T-Rex idle sounds still play in the background. Not much of a bug though.[/QUOTE] A little something on this...I was about to say, just like when combine soldiers run, you hear their armor move, if you could upload some walking/movement sounds for the t-rex and some of your soldiers it would be great, I'll help with that if you like, I have plenty of suitable sounds. Anyway great job to the both of you J-dude and Xystus.
I think Rexy will try to eat ragdolls, but whenever he comes within range to do so, I get lua error spam, which makes me think that's supposed to happen, but got bugged. Something like, line 439 or something. I'm probably way off on the number. And...Rexy is supposed to make a footstep sound?? I haven't seen that work from the first beta, his footsteps are silent for me. I too think that Rexy should be durable enough to not be insta-killed by a combine ball. Also...That "center of grass" bug came up again. He would still chase ME, and he'd find a hiding spot if I started hurting him, but he'd always return to that spot and then idle. He never did that before. And he becomes reluctant to chase other npc's once he's arrived at that spot. Another thing for aesthetic purposes, I notice a LOT that with this Rex as well as the old one that some of the attack animations tend to immediately cancel once the have a hit. As in, it he misses, the full animation will play, but if he hits, he'll stop the animation and return to idle instantly. This happens especially with the stomp, and I really think it would look and feel better if he followed through on the animations regardless of the outcome. I still think that when Rexy knows he can't reach where you are that he should stop moving and use his anger animation, though again, this is strictly for aesthetics, because I feel he spams his anger sounds a fair bit. And yes, whatever DID happen to his ability to bat away free standing props in his path? I never really understood at some points what proposed features were dropped and which ones were intended. Perhaps you could clarify?
This is so much more amusing if you have the latest version of Dismemberment. When rexy snaps his jaws and sends NPC's flying, they slam into something and fly apart. I often find bodies with no heads, which is epic.
For some reason, rockets and other projectiles go through his upper back. Isn't there anyway to fix the hitboxes or whatchumacallit? [img_thumb]http://img503.imageshack.us/img503/3848/gmconstruct0000ir6.jpg[/img_thumb] And like what J-Dude says, he enjoys running into both the sheltered buildings on gm_construct after I shoot him a bit with the smg. After that he'll squeeze into a corner and his tail/head would clip through the wall.
[QUOTE=J-Dude]I think Rexy will try to eat ragdolls, but whenever he comes within range to do so, I get lua error spam, which makes me think that's supposed to happen, but got bugged. Something like, line 439 or something. I'm probably way off on the number. And...Rexy is supposed to make a footstep sound?? Yes he is. It would be far more realistic, I know there are movement sounds that work with npcs, and I can help provide some, especially for the heavier troops, like the space marines, etc... And yeah I notice the ragdoll thing aswell, as was said with disemberment mod though, he can rip ragdolls apart.
Re-statement, Rexy suffers pushback from almost anything that isn't original HL2 weapons. SM bolters, Tau rifles, abrams cannons, etc. They all cause him to either not move, or move incredibly slowly. Ooh, maybe if the more damage he takes, the faster he moves and/or does more damage? Like if he's almost dead, instead of doing his knockback to NPC's he just slams his head so hard into them they instantly die. Or if he does a bite, the ragdoll blows up in a shower of blood. Enrage mechanics are always nice.
Ok I'm not going to go with all the negative stuff and say it's awesome it really is good job and can't wait for mr D.
Ah, here's that Lua error I get spammed with... [code]entities/npc_tyran_rex/init.lua:458: attempt to index a nil value[/code] I hope that helps.
Finally someone who made an npc without doing like "I've got an antlion guard and then I make a .txt file to change its model and its animations now I've got an npc, Not that I know what 'npc' means because I'm a noob" Nice work. You made people see there are other ways than txt files
Can you make a "friendly" version that you can pet, and that will lay down or sniff you, or nuzzle you in a cute way, and you can "feed" headcrabs (E.G. the T. rex chomps down on the headcrab and the ragdoll disappears, and the T-rex does a swallowing animation or something)? That would be so awesome. We don't have enough "pet" snpcs, and a pet T. rex would be the best thing ever :3: Edit: or can you make it if you walk up to him slowly, he'll be nice to you? There aren't enough games where dinosaurs are nice to you, it's always CARNIVORES ARE EVIL KILL THEM RARRRRGGHHH. I'm sort of sick of it.
does he only move around on npc noded maps
[QUOTE=specops67]does he only move around on npc noded maps[/QUOTE] All NPCs need info_nodes to move.
A pet TRex? Eh...That would require making a number of new animations, and the TRex doesn't make especially friendly noises either. He already warns you to stay away if you're too close. If you ask me, as far as npc's go, he's pretty disciplined. Isn't there a tool of some kind that can make npc's behave like pets? Yes, Rexy, and snpc's in general, NEED ai nodes to function. He works brilliantly in Half Life 2 maps. The Combine never seem to stand a chance, and they pretty much forget about Freeman when he's around :3 Man, I can't wait to see Rexy hit the front page of garrysmod.org. The download numbers will become insane.
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