• Half-Life and Portal series, general discussion (v6)
    5,016 replies, posted
[QUOTE=Jaws45;47763464]Uhh, well, in that case, can anyone direct me where I could find help with half life gldsrc modding? The only thing really stopping me from progress is this map issue.[/QUOTE] TWHL (The Whole Half-Life) and the Sven Co-op forums still active, you can ask for help there. Not sure if SnarkPit has people around, however.
Hi everyone. Not sure if anyone remembers me or not, but I'm the dude who did NPC stuff in Hammer for a few months before I got perma'd for being an idiot. Just got unbanned because it's garry's birthday, so hopefully I can start parenting turrets to scanners, making headcrab zombies throw grenades again, and sharing other WIP stuff with you guys. It's good to be back. [B]EDIT:[/B] Also, I parented turrets to scanners. Still working on the "headcrab zombie throwing grenades" part. [t]http://images.akamai.steamusercontent.com/ugc/27365016878948593/0C97A1DA5FCF66349112281A5F7FF2EF8BB81D8C/[/t]
[QUOTE=BoxBuilder999;47763696][B]EDIT:[/B] Also, I parented turrets to scanners. Still working on the "headcrab zombie throwing grenades" part. [t]http://images.akamai.steamusercontent.com/ugc/27365016878948593/0C97A1DA5FCF66349112281A5F7FF2EF8BB81D8C/[/t][/QUOTE] Wait, ground turrets are static like the ceiling ones, how do you managed to get work the parent without making the npc fixed on a point? Avoid as possible to get banned again.
[QUOTE=Briggsman;47759383]The closest thing we're gonna have soon (hopefully) is Xen for Black Mesa, and a dev said "In order to make Xen look the best it possibly can look, we need to upgrade the engine with new features." I'm so excited to see it :smile:[/QUOTE]I didn't really care for the rest of Black Mesa, so I'm not really interested.
Is it sad that it this point I'd pay 60$ for all the stuff that valve may or may not have made/tested for what was supposed to be HL3
[QUOTE=RenaFox;47764801]Is it sad that it this point I'd pay 60$ for all the stuff that valve may or may not have made/tested for what was supposed to be HL3[/QUOTE] There are more people who will pay much more for anything, no matter how small, for Half-Life 3 content.
[QUOTE=Maestro Fenix;47764301]Wait, ground turrets are static like the ceiling ones, how do you managed to get work the parent without making the npc fixed on a point? Avoid as possible to get banned again.[/QUOTE] I just parented the ground turret to the scanner. The actual ground turret is just the turret part with lasers that shoots anything that goes into those lasers. The raising up part where it rises out of the ground is (as far as I can tell without actually double checking the actual map) just a func_somethingthatmoves and the ground turret is parented to the func_whateverimtoolazytolookitup, and is triggered to activate when the player gets into a certain spot and the func_thingymajiggy raises up.
Found something really cool by complete accident. [video=youtube;jMtfe60Ob-o]http://www.youtube.com/watch?v=jMtfe60Ob-o&index=1[/video] Reminds me alot about the [URL="http://youtu.be/uH2dM_LLKJg?t=4s"]old Ratchet and Clank adverts (sorry for the bad video quality).[/URL]
[QUOTE=Maestro Fenix;47764301]Wait, ground turrets are static like the ceiling ones, how do you managed to get work the parent without making the npc fixed on a point? [/QUOTE] You can actually parent just about any npc to another. If you fire the setParent output via ent_fire or through a trigger, you can create all sorts of monstrosities. Flying ground turrets are very fun, but you can turn antlion guards into armored tanks with a companion func_tank firing at enemies. I used npc parenting a bunch in some of the later maps of [url=http://www.moddb.com/mods/mystery-combat-man-3]Mystery Combat Man 3[/url] as an experiment, and it turned out to be pretty fun to play around with. (parent a soldier to a rollermine for a bunch of fun)
make videos of some of that crap it sounds funny
Quite strange then. I tried in the past parent fixed npcs like the ceiling turret to a helicopter, and this one couldn't move.
Speaking of the Combine Helicopter, I always wondered if it was possible to make it have dumbfire machine guns on the wings with script wizardry, similar to the machine guns used on Dropship Containers. It'd be a cool concept for a boss fight, after the gunner dies and is ejected, it stops using the aimed gun and starts strafing passes alternating between wing mounted machine guns and missile pods :v: I'm a little disappointed that the behavior doesn't change at all even when one of the crew is killed. You'd think that'd hinder it's ability to function, but apparently Frank the Airman was just there for moral support. [editline]21st May 2015[/editline] Battle concept, just for fun and because I'm bored and nothing ever happens here. Stage 1: The helicopter is at full power and uses long bursts from the machine gun. The helicopter hounds you, following closely and firing frequently. Stage 2: Critical damage reduces the available power, forcing the gun to fire short bursts now. To compensate, the gunner alternates between gun bursts and guided missiles. Stage 3: The gunner is killed and the helicopter changes it's behavior to be more like a ground-attack airplane, strafing back and forth with unaimed machine gun and rocket fire.
[QUOTE=Mr. Someguy;47770514]Speaking of the Combine Helicopter, I always wondered if it was possible to make it have dumbfire machine guns on the wings with script wizardry, similar to the machine guns used on Dropship Containers. It'd be a cool concept for a boss fight, after the gunner dies and is ejected, it stops using the aimed gun and starts strafing passes alternating between wing mounted machine guns and missile pods :v: I'm a little disappointed that the behavior doesn't change at all even when one of the crew is killed. You'd think that'd hinder it's ability to function, but apparently Frank the Airman was just there for moral support. [editline]21st May 2015[/editline] Battle concept, just for fun and because I'm bored and nothing ever happens here. Stage 1: The helicopter is at full power and uses long bursts from the machine gun. The helicopter hounds you, following closely and firing frequently. Stage 2: Critical damage reduces the available power, forcing the gun to fire short bursts now. To compensate, the gunner alternates between gun bursts and guided missiles. Stage 3: The gunner is killed and the helicopter changes it's behavior to be more like a ground-attack airplane, strafing back and forth with unaimed machine gun and rocket fire.[/QUOTE] With some crazy brushwork and a lot of logic entities, it could be done? You'd need to set up a whole different path for it to follow once you want it to fly around erratically, then parent some func_tanks to the wing guns. it might be a pain to pull off, but it seems like it could be done.
[QUOTE=Mr. Someguy;47770514]I'm a little disappointed that the behavior doesn't change at all even when one of the crew is killed. You'd think that'd hinder it's ability to function, but apparently Frank the Airman was just there for moral support. [editline]21st May 2015[/editline] Battle concept, just for fun and because I'm bored and nothing ever happens here. Stage 1: The helicopter is at full power and uses long bursts from the machine gun. The helicopter hounds you, following closely and firing frequently. Stage 2: Critical damage reduces the available power, forcing the gun to fire short bursts now. To compensate, the gunner alternates between gun bursts and guided missiles. Stage 3: The gunner is killed and the helicopter changes it's behavior to be more like a ground-attack airplane, strafing back and forth with unaimed machine gun and rocket fire.[/QUOTE] Sounds possible to do it from Hammer itself. The hardest part would be how to tell from one stage to another as I think the heli only has the OnHalfHealth, OnTakeDamage and OnDeath, but possible. For the rest, we have our cvars and func_ entities. And if not, we can always code it :D
[QUOTE=Maestro Fenix;47771322]Sounds possible to do it from Hammer itself. The hardest part would be how to tell from one stage to another as I think the heli only has the OnHalfHealth, OnTakeDamage and OnDeath, but possible. For the rest, we have our cvars and func_ entities. And if not, we can always code it :D[/QUOTE] This is sort of a cheap and duct-tapey method, but you could have 2 different brushes parented to the chopper, each one smaller than the last so it works like layers. Give each of them a set amount of health, and when they break, have onDeath outputs to activate the next lot of Outputs for the next stage. So when the outer one breaks, it activates the second stage, when the inner one breaks, it activates the third stage, and then just use the choppers base health for the third stage.
[QUOTE=samuel2213;47771411]This is sort of a cheap and duct-tapey method, but you could have 2 different brushes parented to the chopper, each one smaller than the last so it works like layers. Give each of them a set amount of health, and when they break, have onDeath outputs to activate the next lot of Outputs for the next stage. So when the outer one breaks, it activates the second stage, when the inner one breaks, it activates the third stage, and then just use the choppers base health for the third stage.[/QUOTE] The problem with this is that the hitbox of the chopper tends to bug this, so you would find that for some unknown reason, the func_breakable wouldn't recieve damage as the game thinks you are hitting the npc instead (even if you put it far from it). But yea, is a nice solution.
D E D G A M E [highlight](User was banned for this post ("why reply" - Orkel))[/highlight]
[QUOTE=mouthBU;47778570]D E D G A M E[/QUOTE] What
[QUOTE=Pigbear;47769281]make videos of some of that crap it sounds funny[/QUOTE] Here's a quick video of my most recent monstrosity. I can get videos of the ones from Mystery Combat Man 3 if you'd like. [video=youtube;idnq1GXKzbc]http://www.youtube.com/watch?v=idnq1GXKzbc[/video]
[QUOTE=crazeeweegeman4;47793434]Here's a quick video of my most recent monstrosity. I can get videos of the ones from Mystery Combat Man 3 if you'd like. [video=youtube;idnq1GXKzbc]http://www.youtube.com/watch?v=idnq1GXKzbc[/video][/QUOTE] I've been waiting for Crack-Life 2...
I watched the new Mad Max movie and felt inspirated, so I made the Combine APCs follow you instead of following tracks: [video=youtube;KVAy6yWkB2Y]http://www.youtube.com/watch?v=KVAy6yWkB2Y[/video] (All done in Hammer) I wonder if originally the APC could roam free, but Valve made it only follow a path.
[QUOTE=Maestro Fenix;47794616]I watched the new Mad Max movie and felt inspirated, so I made the Combine APCs follow you instead of following tracks: -sweet- (All done in Hammer) I wonder if originally the APC could roam free, but Valve made it only follow a path.[/QUOTE] How the fuck did you do that?
Speaking of parenting, try parenting a player to a prop_physics, preferably a barrel.
[QUOTE=IntenseBarney;47795064]How the fuck did you do that?[/QUOTE] He could of set the next target track !player
[QUOTE=Sally;47795079]He could of set the next target track !player[/QUOTE] is it really that simple
[QUOTE=Nicknine;47795065]Speaking of parenting, try parenting a player to a prop_physics, preferably a barrel.[/QUOTE] I like it. [media]http://www.youtube.com/watch?v=sx8nQspVhgs[/media]
[QUOTE=IntenseBarney;47795361]I like it. [/QUOTE] Now try putting it in a trigger_vphysics_motion trigger and disable gravity entirely.
[QUOTE=Sally;47795394]Now try putting it in a trigger_vphysics_motion trigger and disable gravity entirely.[/QUOTE] And replace the barrel with a physics_cannister with 9999 fuel. EDIT: Speaking of parenting stuff to NPC's, I created a poor man's version of the Zombine a few months ago. It has an explosive barrel with a grenade attached. Get too close and the grenade starts ticking. [IMG]http://i.imgur.com/ZFJ5k3V.png[/IMG] [url=http://www.mediafire.com/download/il21s6lulsiadvf/zomboom.vmf]Download here[/url]
[QUOTE=Sally;47795394]Now try putting it in a trigger_vphysics_motion trigger and disable gravity entirely.[/QUOTE] I had a better idea: [media]http://www.youtube.com/watch?v=0JqQ3XPPLOQ[/media]
[QUOTE=IntenseBarney;47795519]I had a better idea: [media]http://www.youtube.com/watch?v=0JqQ3XPPLOQ[/media][/QUOTE] And to think I always dropped my ingravity maps due the npcs not floating...this could give me ideas to solve that.
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