Thanks
You are so helpful
{invisible
texture and Render Mode set to Solid) func_wall_toggle can work to keep the zombie and scientist from "seeing" each other until it's triggered.What if he wants the zombie to attack the scientists later though?Then use scripted_sequences to swap the prisoner zombie out for a regular one.
9911
with hl.so (SHA1:a9f5d8eef0b206524167028a792ddcbb28f746d2)
.9907
with hl.so (SHA1:fde38762b7258cdbb92b10802ecdf6b7dc280ccc)
.model
key did not work, but zhlt_usemodel
did when pointing to a env_sprite
. As you said, I could still move it with "use" but not by running into it. Funny, I didn't know that.model
key (or zhlt_usemodel
targetting an env_sprite using the model for example) you can set most brush entities to use a model instead (remember to give them an ORIGIN brush where you want the model's origin to be), but that'll replace the entire brush model including the cliphulls resulting in it having no collisions as kimilil says.model
you need to make sure the model is already precached in the map somewhere otherwise it'll crash).Move()
method, or even more useful would be implementing an entity that can "parent" one entity to another so they move together, like trigger_setorigin in Sven Co-Op or the movewith (iirc) feature in Spirit of Half-Life.connect addon.coralie.megabrutal.com:27019