• I want to get a Combine soldier in a TF2 map
    30 replies, posted
It is a prototype. I just want to achieve that before making something more complex. What do I need to do in Hammer? I would declare success when I can spawn a combine soldier when the map loads and have that NPC shoot at me.
I think you'd need to do more than just map it in, you'd have to code it and everything, and even then I'm not sure if that would work.
You can already do that in Garry's Mod.
[QUOTE=Chief343;34963158]You can already do that in Garry's Mod.[/QUOTE] Ugh I'm not making a G-mod I'm making a TF2 map.
What's this for exactly? [editline]2nd March 2012[/editline] I don't think this is even possible
[QUOTE=t h e;34963276]What's this for exactly? [editline]2nd March 2012[/editline] I don't think this is even possible[/QUOTE] Point Guards. Each Control Point has 4 to 5 NPC guards. Before I even want to get to team allegiance I just want to make one NPC appear.
You'll be better off just making a model yourself, and making simple AI.
It seems like a really cool idea, but you'd have to code the entire npc, then code a weapon that functions the same as an AR2 (or whatever combine use, unless you plan on making them use TF2 weapons which would be weird) I don't think it's possible to do this using only Hammer
Ugh no matter how hard I try I can't get it to spawn. How did Valve do the ghost in harvest_event? Oh and "Gabe" how do you propose I do that?
[QUOTE=BloodNThunder;34964107]Ugh no matter how hard I try I can't get it to spawn. How did Valve do the ghost in harvest_event? Oh and "Gabe" how do you propose I do that?[/QUOTE] A little bit of google goes a long way. I've no experience in AI design, but it's probably on the valve wiki
What are you doing to try and get it to spawn?
monster_dummy.cpp Where is it located?
you can't. they completely removed every bit of code from HL2's AI and monster entities best you can do is spawn a prop_dynamic and set the model. Then put tricky, hacky effects to make it look alive ([URL="http://www.sourceop.com/hell-met/L4D/left4deadpolice.jpg"]like here[/URL])
But this monster_dummy.cpp. Where is located?
[QUOTE=BloodNThunder;34964561]But this monster_dummy.cpp. Where is located?[/QUOTE] It's a cpp file, so I'd say Valve's private computer network.
[QUOTE=Neo Kabuto;34964592]It's a cpp file, so I'd say Valve's private computer network.[/QUOTE] Then why this [url]https://developer.valvesoftware.com/wiki/Defining_the_NPC[/url]
[QUOTE=BloodNThunder;34964623]Then why this [url]https://developer.valvesoftware.com/wiki/Defining_the_NPC[/url][/QUOTE] That's for making a mod.
[QUOTE=Neo Kabuto;34964666]That's for making a mod.[/QUOTE] And that's what I want to do but I want to test the waters. One step at a time. Just one NPC. For now.
It's not possible, BloodNThunder.
[QUOTE=Kahgarak;34965007]It's not possible, BloodNThunder.[/QUOTE] Yeah, I don't think you can make a mod for TF2. A server plugin, maybe, but I doubt that would run 30 or so NPCs very well.
I'm pretty sure this crosses into the realm of sourcemodding, and as far as sourcemods go would be a pretty big thing to jump into without experience. Maybe start small and work your way up.
[QUOTE=Funny Hats;34965697]I'm pretty sure this crosses into the realm of sourcemodding, and as far as sourcemods go would be a pretty big thing to jump into without experience. Maybe start small and work your way up.[/QUOTE] This, definitely.
well its possible to put the soldier with a loop animation
If you're having them as control point guards, why not just use sentries??
[QUOTE=Lizzrd;35024082]If you're having them as control point guards, why not just use sentries??[/QUOTE] Too strong.
[QUOTE=BloodNThunder;35060148]Too strong.[/QUOTE] Against a whole team, not so. Just apply them in smaller numbers than the Combines.
[QUOTE=Funny Hats;34965697]I'm pretty sure this crosses into the realm of sourcemodding, and as far as sourcemods go would be a pretty big thing to jump into without experience. Maybe start small and work your way up.[/QUOTE] Plus Team Fortress 2 isn't available as a base for mods. Really, your best bet would be to develop this as a map for Kilburn's TF2 gamemode for Gmod (course, it's in some p. early stages, so you'd have some waiting to do and shit, but hey).
[QUOTE=PredatorKing;35061973]Plus Team Fortress 2 isn't available as a base for mods. Really, your best bet would be to develop this as a map for Kilburn's TF2 gamemode for Gmod (course, it's in some p. early stages, so you'd have some waiting to do and shit, but hey).[/QUOTE] Isn't Kilburn's TF2 Gamemode dead?
[QUOTE=UntouchedShadow;35080075]Isn't Kilburn's TF2 Gamemode dead?[/QUOTE] It recently had a reboot. [url]http://facepunch.com/threads/1163113[/url]
Use a func_tank or something. You can set the damage and things yourself, really not that hard. Unless, of course, the NPC that finds enemies is missing...
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