Tutorial: Monsters without new code Created 19 years ago2005-04-28 18:32:49 UTC by Soup Miner Soup Miner

Created 19 years ago2005-04-28 18:32:49 UTC by Soup Miner Soup Miner

Posted 19 years ago2005-04-28 18:32:49 UTC Post #106316
THIS IS A SPIRIT TUTORIAL

How to make a new monster without new code:
Step 1: Set up your monster's model
Lets say you want to make a grunt with a pistol? Find a grunt model (or make one) with a pistol and put it in your model directory, or wherever. Now make a monster_barney and set his model to the grunt model. You can resize him to be bigger or smaller, but keep in mind that the hitboxes will stay the same. So I would recoomend resizing the model itself. That was the hitboxes stay where they should. Example: If you used the entity to resize Barney half way, if you shot where a normal sized barney's head would be, the smaller Barney's head would be shot. But if you rezised the model itself, when you shoot him, he will be shot where you shoot.

Step 2: Health
Simple enough, change his health, if you want to, in the "health" field.

Step 3: Weapons
Spirit lets you make Barneys with either a glock or a 357, more choice, happy day. Not much to say here, just pick a gun.

Step 4: Behavior
With spirit you can set not only monster's health and model, but their reaction to Gordon as well. from memory I know you can set them to :"
-Alien-hostile towards Gordon and miltary
-Grunt-hostile towards alien and Gordon
-Bullsquid-hostile towards other bullsquids and, headcrabs, military, and Gordon
-Headcrab-runs away from bullsquids, hostile towards Gordon and military
-Friendly unless provoked(barney style)
-Friendly
-Scientist(I don't know what this does, but maybe it lets you have the monster follow you?)
-Hostile towards Human

Step 5: Speech
Gag the monster (unless you want thme to talk, but it will sound akward). And thats it!

Thats it. Now if you really want to have some fun, make a pyro by giving a garg a grunt model. Though you would still only be able to hurt it with explodives and egons...
Posted 19 years ago2005-04-29 12:53:16 UTC Post #106381
Uhm, dude, this is quite educational, but old. Don't you think that people who have SoHL would have read the help file?
Posted 19 years ago2005-04-29 17:41:14 UTC Post #106409
Yeah PTS...
Other thing... I made it... All of it... And my monsters don't walk...
They shows me the sequences, but they don't move...
Is my models "bugged"???
:
Posted 19 years ago2005-04-29 18:02:54 UTC Post #106414
Your not using correct model. Your porbably giving barney the default grunt model aren't you. You have to use compatable models, otherwise the animations are out of order. Its like trying to use the pistol model for the AR, try that and you'll know what i mean.

Get Jed's Half Life model Viewer, decompile the model you want to use, redorder its animations and recompile. (its a lot easier than it sounds, all you do is edit a very simple text file)

This isn't in the readme
Posted 19 years ago2005-04-30 08:19:07 UTC Post #106463
Never seen a tutorial posted in the forums before... :
Posted 19 years ago2005-04-30 09:16:01 UTC Post #106472
Because it's not exactly a tutorial, but more of quick guide. And I think it takes some time to get your tutorial into the vault, so this is also the faster way.
Posted 19 years ago2005-04-30 15:48:57 UTC Post #106516
I asked 7th if I could have this posted in the Tutorials section earlier.
Posted 19 years ago2005-04-30 17:25:09 UTC Post #106538
Too short to be a full tutorial...

You know, a place where people could freely posts thier short tutorials could come in handy, but it might be spammed by such things as:

"Dis' is how ya' make a box..."
"Woot... da' brush es' bigger..."
"Placin' de' entittitititty..."
"ohh,, I mak'd a leight.."
Posted 19 years ago2005-04-30 21:36:54 UTC Post #106561
What does that have to do with this tutorial?
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