Making NPC's do meaningful things Created 18 years ago2005-06-13 09:22:35 UTC by Playbus Playbus

Created 18 years ago2005-06-13 09:22:35 UTC by Playbus Playbus

Posted 18 years ago2005-06-13 09:22:35 UTC Post #114120
I'm moving on from CS:S mapping (for awhile anyway) and starting to work on HL2 - SP maps.

I really would appreciate it if someone could tell me how to achieve the following:

1. Player starts in small cell - door is locked (OK I can handle this bit but I have to set the scene for you)
2. After about 20 seconds a combine police type guy shows up outside
the door -- unlocks it and opens it.
3. Then the combine says "Follow me Citizen" just like at the start of HL2 when Barney is disguised as the combine dude.
4. Then I want the combine to walk a preset path to another locked door
and open it.

If I can get this spelled out for me in idiot-proof shrinkwrapping, then I think I can work the rest out by myself.

Please, anyone?
Posted 18 years ago2005-06-13 10:27:16 UTC Post #114132
I just remembered what NPC's mean.. Non-Player Controlled... AH HA>>um.. anyway's sorry.. I'll go and crawl back into my hole.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2005-06-13 10:37:59 UTC Post #114134
Thanks for that.
Posted 18 years ago2005-06-13 11:17:11 UTC Post #114138
It involves some basic scripting. Have a look at the train station level and find out for your self. Good Luck!!

Unbreakable: NPC may be called Non Player Controlled... But that dosn't mean Non Editor Controled. Next time stay in your hole. :P
Posted 18 years ago2005-06-13 11:32:59 UTC Post #114144
These two tutorials might get you started (remember to always search these kinda stuff on the website):
http://www.twhl.co.za/tutorial.php?id=53
http://www.twhl.co.za/tutorial.php?id=10
Posted 18 years ago2005-06-13 11:51:57 UTC Post #114147
Thanks.

You know, I thought I'd read every tutorial on this site.

How did I miss those ones......
Posted 18 years ago2005-06-13 11:53:26 UTC Post #114149
Will there be much difference in doing the same things shown in the tutorials for HL2?
Posted 18 years ago2005-06-13 14:45:58 UTC Post #114173
Quite a bit, actually. Your best reference is d1_trainstation_01 example map in HL2's SDKContent mapsrc folder.

Paths can be set with info_nodes.

Essentially your setup involves info_nodes, scripted_sequences, info_node_hints (or similar, I can't remember the name of these guys =[), logic_choreographed_scenes (You can use a lot of the setups from the trainstation this way) and some buttons, filters, associated entities to get the setup to function.

Hope that's a little help =]
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-06-13 15:14:14 UTC Post #114183
  • RabidMonkey is on a square smiley spree!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-06-13 16:13:32 UTC Post #114207
They look so cool!!~

And the correct ent is info_node_hint. They're not integral to making this scene happen, but they're good for idling bystanders and making things happen in the world properly (info_hints are applicable here, too) -> you can set points visually interesting to NPCs (NPCs won't react to a sprite, but with an info_hint with a blinking light activity they will =]), perch points for crows, cover, windows, etc.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-06-14 03:28:48 UTC Post #114262
After several hours of mind numbing searches, I finally found this.

http://forum.interlopers.net/viewtopic.php?t=1771

An actual tutorial on making NPC's do stuff, for HL2!

:D

It's very useful, and has got me across that initial barrier of understanding how the scripts work.
Posted 18 years ago2005-06-14 03:39:30 UTC Post #114266
link to other pages? I dont think the admins will like this ;)
Posted 18 years ago2005-06-14 06:21:03 UTC Post #114305
Huh? Whats wrong with linking? Especially to something which isn't covered on this site?
Posted 18 years ago2005-06-14 07:37:46 UTC Post #114330
He was being sarcastic, I think. Either that or wrong :). Don't worry.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-06-14 08:14:37 UTC Post #114336
Posted 18 years ago2005-06-14 09:03:57 UTC Post #114346
He was being sarcastic, I think. Either that or wrong smile - :). Don't worry.

Sarcastic, dont worry :P
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