making grunts engage from distance? Created 8 years ago2016-01-18 14:28:14 UTC by Dallas Dallas

Created 8 years ago2016-01-18 14:28:14 UTC by Dallas Dallas

Posted 8 years ago2016-01-18 14:28:14 UTC Post #328354
In standard steam half life 1, it seems to me that grunts will not engage you or shoot at you until you are within a certain distance of them. Even if they are looking right at you, if you are far enough away they don't appear to do anything for me.

Is this normal behaviour? Is there any way to make them engage you at a longer distance with the default tools and entities?

It seems like in the Dam level in HL 1, there is a grunt on the bridge that will engage you from much farther away that I seem to be experiencing in my custom maps.

Thoughts?
User posted image
Posted 8 years ago2016-01-18 16:01:53 UTC Post #328357
I've never heard of any way to modify this in Hammer, although I may be wrong. Could it be possible that they've faked it with an invisible func_tank?
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2016-01-18 16:15:15 UTC Post #328358
Yeah there is a func_tank over there, but there is also a grunt at the far side of the bridge who will engage the player on his own... which seems much further away than I feel like I have experienced before.
Posted 8 years ago2016-01-18 16:53:01 UTC Post #328359
I've never encountered this before... I guess I've never made a map with a space that big.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-19 02:13:36 UTC Post #328370
Could it be that the grunt manning the turret is in the same squad as the lone soldier, and because tanks don't seem to have the distance limit it's informing the other soldier to attack?
Strider StriderTuned to a dead channel.
Posted 8 years ago2016-01-19 06:55:48 UTC Post #328371
Best check he's not just triggered to run along the dam.
Jessie JessieTrans Rights <3
Posted 8 years ago2016-01-19 08:34:51 UTC Post #328372
Edit, found a discussion here:
http://twhl.info/forums.php?thread=18715

How does the squad functionality work? How do you set it up and what is it normally used for?

Is there a tutorial somewhere?

Thanks :)
Posted 8 years ago2016-01-19 10:09:53 UTC Post #328373
Did you try reading the thread? Archie explained it all in the second post...

Squad functionality is pretty simple. Use the squad field to set a name. Any grunts who share a squad name will be alerted if one of them spots the player. You can also set a flag for a squad leader (the guy with the beret) but I'm not sure if this alters their behaviour at all.

Houndeyes also use the squad system and it makes a huge difference to their effectiveness
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-19 14:00:52 UTC Post #328376
Yes I did, sorry. I didn't realize the forum here does not show/highlight post edits the way I expected.

I had made the post where I asked the questions, then I found the thread I linked, and then edited my post to show I had found the answers I needed.

regardless, thank you for your reply and clarifying what the other thread had shown.

I think I can now get grunts to behave the way I desire.
Posted 8 years ago2016-01-19 14:03:56 UTC Post #328377
Well, alrighty then. Good luck with it :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-19 23:35:03 UTC Post #328393
@Strider : "func_tank" doesn't "speak" to it's owner nor reference if it's designed to be not controllable by the player.
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