Scripting Created 19 years ago2005-10-05 17:05:01 UTC by Elon Yariv Elon Yariv

Created 19 years ago2005-10-05 17:05:01 UTC by Elon Yariv Elon Yariv

Posted 19 years ago2005-10-05 17:05:01 UTC Post #139577
I'm not sure how to make a headcrab jump to a certain direction! Do I need a scripted seaqunce(will it jump) or a trigger_monsterjump.(will it hurt the object it hits) :zonked:

Even after someone answered my quastion please don't close this thread for I'll ask more quastions in it!(if I'll need more help with my compo map)
Posted 19 years ago2005-10-05 17:14:12 UTC Post #139585
I use headcrabbed1 and 2 ,some ilisunary but you can push the headcrab from back and make him do jumpvariation1 as action ;)
Posted 19 years ago2005-10-05 17:17:59 UTC Post #139587
Headcrab 1 and 2 aren't good at all for what I want the headcrab to do and as for your second seggestion I don't think he'll really jump and don't forget about the frame skiping! :aghast:
Posted 19 years ago2005-10-06 17:36:32 UTC Post #139935
You can get any texture to ammit light if you edit the light.rad file so what does the ~ do?(I'm only intersted but the first quastion is much more importent,did it to revive this thread so someone will answer my quastion)
Posted 19 years ago2005-10-06 17:56:22 UTC Post #139943
I'm pretty sure the ~ prefix is just for mappers' convenience, to allow picking out of those textures easily.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-06 18:01:11 UTC Post #139946
Ohh...but now back to the original quastion! Do I need a trigger_monsterjump or a scripted/aiscripted_seacquance to make a headcrab jump and hit! :tired:
Posted 19 years ago2005-10-07 05:42:18 UTC Post #140017
i think those scripts are automated when the player or a npc gets close to the headcrab. I have a kinda the same problem, the grunt whon't shoot the scientist unless the scientist walks to him, if the grunt walks to the scientist he stops at the script and nothing happens :
Posted 19 years ago2005-10-07 09:48:39 UTC Post #140036
Make him do that attack animation! It will hit the scientist. But if the gun wont hit the scientist(the melee attack will surly hit him) make a aiscript that will make the scientist play a death animation with the 'leave corpse' flag ticked so he'll die at the end of that animation! ;)

...I'll post an example map! ;)

My problem is how to make the headcrab jump and hit! :tired:
Posted 19 years ago2005-10-07 15:42:34 UTC Post #140154
Jump towards who, hit who?

If it's an enemy, the headcrab will just attack it as normal. If you want to trigger that, just put in an invisible barrier and remove it when you want the headcrab to attack.
Posted 19 years ago2005-10-07 15:47:05 UTC Post #140155
Who said it has to be a monster? :quizzical: I ment to a direction/to the place that I choose! :tired: The hit part is not as importent as the jump with the attack animation part!
Posted 19 years ago2005-10-07 16:06:13 UTC Post #140161
Who said it has to be a monster? quizzical - :quizzical:
Nobody, that's why I asked. ;)

You could use an invisible enemy. Otherwise, take a look at the animations the headcrab has and pick a suitable one, or create an animation yourself.
Posted 19 years ago2005-10-07 16:08:30 UTC Post #140162
Yes I now how the animation is called but will it jump with a scipted_seaquance or that I need to do something else? (like using trigger_monsterjump) :confused:

Edit:

I understand the bit about the animations now! But still is there a way to make him jump like he normally does?
Posted 19 years ago2005-10-07 16:14:10 UTC Post #140164
Use a scripted_sequence when dealing with animations. The trigger_monsterjump entity is useless as far as I know.

EDIT: Anyway, just give it a try. If it doesn't work with that animation, then you should try another method.
Posted 19 years ago2005-10-07 16:17:46 UTC Post #140165
I'll try first with the attack animation and then with the trigger_monsterjump,although you said it's useless! :tired:
Posted 19 years ago2005-10-08 04:35:49 UTC Post #140227
http://twhl.co.za/mapvault_map.php?id=3445 -I posted a problem map. The script works but it has an annoying problem! :nervous:

I also tried it with a trigger_monsterjump it worked but with out a sound and hit! :cry: But I can always use an ambient generic. :glad: My only problem is that I can't disable it! : I'll update the map soon so you can take a look at that problem. :tired:
Posted 19 years ago2005-10-08 04:43:32 UTC Post #140232
i think the monterjump was used in the trianing couse to get the npc to jump over those pipes and gaps
Posted 19 years ago2005-10-08 04:54:53 UTC Post #140234
let me guess. HL2 headcrab jumping into machine and it going bang............. cool! :cool:
Posted 19 years ago2005-10-08 04:55:17 UTC Post #140235
Yeah I think you may be right but I need help with it! :

And alex where's the experiment in you're idea? :lol:
Posted 19 years ago2005-10-12 04:44:06 UTC Post #141003
Try looking how the scene wa made in the original map of hl(when a scientist fights with a headcrab behind a window on c1a0e i think, at the end it jumps on his head.....see if that helps :quizzical: )
Posted 19 years ago2005-10-12 05:52:19 UTC Post #141018
Saw it and the animations are useless! I found out how to do it. Make hime do a script(with the jump animation) and place a wall above him to deirmine how high he will jump! :)
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