[QUOTE=Combiner8761]Sorry too qoute a old post, But i have a idea. There is a special npc in half-life 2: npc_bullseye.
Npc's hate npc_bullseye. When a npc should shoot a prop, VALVe parented the npc_bullseye with the prop, and all npc hate npc_bullseye, because it was made like that. And when they killed npc_bullseye, they destroyed the prop.
... Maybe you should use npc_bullseye, and change the relationship.[/QUOTE]
Thanks, I've actually tried this before. Couldn't get it to work right, might be the OB engine.
[QUOTE=Citizen 101]Thanks, I've actually tried this before. Couldn't get it to work right, might be the OB engine.[/QUOTE]
Maybe you should try this out:
[lua]local function letsbefriends(pl, npc)
npc:AddRelationship("sent_smokenade D_FR 999")
end
hook.Add("PlayerSpawnedNPC", "ShinyHappyPeople", letsbefriends)[/lua]
Save as ohshitagrenade.lua (or something), and put it in garrysmod/garrysmod/lua/autorun/server. (not tested, but should work)
Code was picked out of Q42 mecha hydra code. If you're planning to add this in the download, you should add him in the credits or ask him for permission.
[QUOTE=Combiner8761]Maybe you should try this out:
[lua]local function letsbefriends(pl, npc)
npc:AddRelationship("sent_smokenade D_FR 999")
end
hook.Add("PlayerSpawnedNPC", "ShinyHappyPeople", letsbefriends)[/lua]
Save as ohshitagrenade.lua (or something), and put it in garrysmod/garrysmod/lua/autorun/server. (not tested, but should work)
Code was picked out of Q42 mecha hydra code. If you're planning to add this in the download, you should add him in the credits or ask him for permission.[/QUOTE]
Thanks. Setting NPC relationships on props doesn't work though, in my experience, but I'll see if it works like that. At least I hope - I've yet to try the ai_sound method.
Pretty cool. Not entirely useful, but it's quite cool. I also have to give you props for making it look good and still be frame-rate friendly. It only affects my FPS if I throw a few then stand directly in the resulting cloud.
An idea on the npc blocking.
Create a func_brush entity around the smoke with the keyvalues to make the npc think it is soild, but everything else goes thru. Then just remove it after the smoke should be clear enough to see through.
[url]http://developer.valvesoftware.com/wiki/Func_brush[/url]
People really shouldn't walk through smoke if they are in combat and while they should probably take a few shots in the smoke its better than nothing.
CS:S draws a rect. over the screen based on distance, it's done at such a close proximity to the grenade, people don't realize. Same for the flash bang, just a white overlay.
[editline]05:02PM[/editline]
[QUOTE=voiderest;17438512]An idea on the npc blocking.
Create a func_brush entity around the smoke with the keyvalues to make the npc think it is soild, but everything else goes thru. Then just remove it after the smoke should be clear enough to see through.
[url]http://developer.valvesoftware.com/wiki/Func_brush[/url]
People really shouldn't walk through smoke if they are in combat and while they should probably take a few shots in the smoke its better than nothing.[/QUOTE]
That deserves a dumb. Not this one, asshole.
[QUOTE=CptFuzzies;17438622]That deserves a dumb. Not this one, asshole.[/QUOTE]
You can make it nodraw and nonsoild. Just tell the npcs to think its soild. I haven't created brushes in lua, but I remember a tool that did for making objs on the fly.
The down side to making it think its soild is that they won't go through it or try to shoot through it at all. Seems better then the npcs having x-ray specs though.
you can use the same effect as the bugbait so it makes combine soldiers to dance.
You might want to realize that you necro'd this thread.
Other than that, I loved this mod.
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