• PLEASE READ PLEASE! How do I set the SNPC based on the AI of the standard RPCs to the path to the fo
    3 replies, posted
Warning!I'm from Ukraine, and I do not know English well, so I had to use translators. I'm sorry I create an SNPC based on the standard AI NPCs from Half-Life 1/2, and I encountered such a problem: I need this NPS to use my sounds instead of standard sounds, but I do not know how to do it. How do I implement this? It is necessary that the NPS produce sounds not under a new action, which I will record, namely instead of the standard sound. Help please.
The title is merely a line of text, but somehow I feel like it's suffering
There's no easy way sadly, you might need to create an entity that creates the npc and then you can use it to control the npc
[QUOTE=JasonMan34;52273667]The title is merely a line of text, but somehow I feel like it's suffering[/QUOTE] Month I suffer with this addon [editline]26th May 2017[/editline] [QUOTE=gonzalolog;52273900]There's no easy way sadly, you might need to create an entity that creates the npc and then you can use it to control the npc[/QUOTE] I downloaded a few addons from the workshop, where SNPC were based on AI standard SNPC, and scanned lua, but could not fully understand how it works. I realized that this works for Emit.Sound and Sound.add, but I do not understand how They attribute these sounds to certain actions.
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