I've noticed that monster_turret, monster_miniturret and monster_sentry only shoot barneys, scientists, and aliens. And you. Yet for some reason they don't shoot assassins or grunts. How do I create turrets which do this (Could be func_tank, maybe?), I'd like to create a level where a place is being invaded by humans, and you need to activate autoguns to filter them out. How do I do this? I don't want to just stand by a controllable turret throughout the level (Perfect Dark players, does this sound familiar?)!
Hi, me again. If you have a monstermaker, will the new monsters immediately follow info_nodes, or just stand there like idiots until they see you? Does the same apply with stationary guards (Assassins, grunts)?
High definition pack? No, you don't understand, all of the monsters from the original HL are there, plus the new OpFor ones. And they behave in the same way.
Monsters that follow path_corners will only do so until interupted, and then they will revert to the models original AI, if you have path_corners and info_nodes, they will follow the PC's until they see you or are interupted and then they will use the info_nodes to track you down.
Mmm, I didn't think of that. But yeah, if your VM work is of line, you will get these types of errors. Remember: If you get an Error... Always check Tommy14 at Slackillers site for the error. They have the largest list of errors on the planet. Glad you fixed it M, hope to catch you on IRC again.
This isn't a problem or anything, just assistance with my latest map (UNORIGINAL!!!). It's for Opposing Force, and the only enemies are going to be humans. I noticed that, even though you are a marine in Op. Force, monster_human_grunts still shoot you, and monster_human_grunt_allies will fight them. This allows me 3 types of human enemy (I'm not having grunt_allies, so there won't be confusion between marines): human_grunt, human_assassin, male_assassin. I'm unlikely to use human_assassin because they can only use silenced pistols. So should I have grunts or male assassins (Either will do)? Actually, I do have a question: With human enemies, if you have path_corners for them to follow, will they ignore the p_cs and come looking for you if there are info_nodes? Or will they follow p_cs until they see you, then hunt you down with info_nodes?
i never smashed a g-man. wonder how that would be...............................!!! getting a sick idea . a g-man snashing level. with hordes of gman barneys and scientists under one big smasher.oooooooow what am i sick
I know what that difficulty setting does (well, one part, there may be others) - stops specified entities being created (eg monsters) - dunno how you tell HL which to ignore at which levesl, though.
its cool, i figured out the problem, thanks for the help Andy. It wasnt actually the stairs itelf, it was the wall next to it, vertex points at the bottom of the object were 1 unit out from the top vertex's causing the error.
A scripted_sequence entity will sometimes run as soon as the map loads and the target monster is near by, but this can also be caused by a naming problem.. Check your entity names. If you can't find the problem, change to aiscripted_sequence and trigger that.
Well, the only sound entities I actually know how to use are ambient_generic and speaker, although I think target_cdaudio looks pretty easy. But if I did a tut. on sound, it would probably only be a beginners' guide. How about we team up to do a tut. on sound?
Sorry abbout that last post clicked the wrong button. Anyway i have a barney in my level who opens a door for you using a scripted sequence but by the time i get to him he has already done it how can i make it so he will wait until he sees you or you come close to him until he opens the door.
Funny you should suggest that - it was the plan for the previous contest, but I didn't get round to it. All the contests could have their own read-only MV categories, with entries going into them automatically.
Will give this some thought and might implement it soon. Thanks for bringing it up
I think it would be good if there was a 4th section to the map vault: competition non-winners (Losers sounds too negative). It would be useful to people who want to learn something about, say, lasers from the laser fun contest (I know there's a tutorial, this is just an example), but find the winners' maps too complicated. Also, it would make the people who come very close not feel so ripped off, because their map would still be available for download (And of course, it would mean that if I fail to win Trapped, I can still get my map commented on and rated, maybe even downloaded >:)). So how about it? (Obviously, people wouldn't be able to submit non-comp. entries to it)
well, i dont compile my maps through worldcraft, too slow, so i cant really help you, all i know is that batch compiling will save you alot of trouble and time. For me compiling in worldcraft was just a pain in the arse.
If the game doesnt load up, chances are worldcraft isnt configured properly
oh ok, thanks for clearing that up andy, its a pity it wasnt done in the first place, its really a pain trying to place a model in and getting the clip brishes right. The measurements in milkshape are not the same as the units in worldcraft, so you pretty much have to guess or figure out the scale which i havent yet.
Aw, pleeease atom, get some more organised forums (constructive criticism). If someone replies to an old thread, it doesn't come to the top. You can only (by default) view one post at a time. Pleeeeease
Using the Beta of Hammer 3.5 let's you actually see the model your working with.. If the animation paths are set correctly, and it is part of the mod your working on, Placing clip brushes is a breeze... Shame the rest of 3.5 is buggy.