1000
event at the end of the animation's sequence (event 1000
tells the game the actor died on the event's frame). If the animation doesn't already have this event and if you're making a mod you can modify your mod's barney model directly, or if making a map pack you may make a copy and name it something else.This is one of those mod posts that are rare. Usually it's filled with one-day enthusiasm ideas, but I've saw your video and it looks like you're determined. I really hope you're able to organize your time and energy to get it to finish line.
There is something about Mars lately that gets high interest from all sorts of people. In my case, I like playing Terraforming Mars.
Will you make this mod action-themed or more suspense/horror-themed?We'll see, I'll do my best to finish it. Made it of more or less reasonable scale. Going for short duration but high quality. I like sci-fi around Mars like many people, from movies, games to art. All of it will keep me inspired during dev. The mod will be slow-paced for the most part, you are exploring the surface level of the complex first (I'll try to create a good eerie atmosphere) and discovering various interesting things and when you go down into the sub-surface level, the action starts. Something to see down there....
Oh I remember ya from the ModDB article about making realistic, atmospheric scenes. This is lookin' pretty good!Thx. Yeah, that's me.
zhlt_hull1
and zhlt_hull3
pointing to narrower info_hullshapes (for standing and crouching respectively, with the defaulthulls
key set to 0). That way it's only those specific doorways that will behave as if there was a narrower player, and not mess with any other cliphulls (and probably save some clipnodes too, relative to using global info_hullshape)..map
file having NaN
values.DrawHudNumber
that some parts of the HUD like the ammo, health and battery have, so i was triyng to get this thing to work but it doesnt seems to have a result.Gravity Setting
for pickups (items, weapons and ammo)Master
parameter for scripted_sequence
. If the script has a master, then it won't possess the monster until the master is enabled.Sound Radius
parameter for func_tracktrain
HG_HOSTILE
sentence group for human grunts to use against non-player non-alien enemies (in Half-Life they use HG_ALERT only against player and HG_MONSTER against alien monsters).Speech Group
parameter for talk monsters. It's a custom prefix used by a monster. E.g. you can make Barney talk like scientists by specifying the SC
Speech group. Note that the monster will still use its original pain and death sounds in this case.bigmomma_wait_fix
configurable feature in featureful_server.cfg
. When enabled info_bigmomma
entities actually use the provided Wait value (bugged in original Half-Life).env_warpball
can create AI sounds now (e.g. combat sounds).Relative Teleport
and Random Destination
for trigger_teleport
.