switching MDL sequence#in maps Created 18 years ago2006-01-19 16:05:10 UTC by RazorBack RazorBack

Created 18 years ago2006-01-19 16:05:10 UTC by RazorBack RazorBack

Posted 18 years ago2006-01-19 16:05:10 UTC Post #158656
Hello lads,

To place a model in a map using cycler_sprite is quite easy, and i like the model preview in the 3d-port window. Thats not the issue :) .
What i was wondering (and tried), can one trigger a animation sequence on a mdl ? For instance : (and this is a silly off the top of my head example) In a cabin, you place this lovely mdl of a mounted bear, somewhere in the corner. Its just staning there, idle. Thats the easy part, but could you, by any ways trigger that mdl to play an "attack" animated sequence. Lets say, when you get near (func_trigger), the Bear growls at you, showing its teeth.
I was thining about when triggered the Idle MDL gets killed, and instantly replaced by an MDL that played the "attack" sequence.

I'm afraid this requires coding, at least a custom ent.

Think of the possibilities, shooting yale locks on gates make them break-fall off and opening it etc etc lots of kewl stuff could be done with this.

Any ideas on making this work ?
Posted 18 years ago2006-01-19 16:12:17 UTC Post #158660
no it doesnt requires coding, use monster_generic with trigger condition death targeting the monstermaker and its squence,so when the monster_generic dies,it will trigger the monstermaker and the squence when the monster spawns at the same place where the your other monster died ,it will perform the squence.If you dont even know what I just meant,about monstermakes and squences and how they work,go check out the tutorials and practice it with mapping,the thing you just wanted is something hard to make.
Posted 18 years ago2006-01-19 16:15:37 UTC Post #158662
I might be wrong here, but does monster_generic only work on HL1 ? I'd like to see it work on several HL1 mods as DOD and CS apart from only HL1.
Posted 18 years ago2006-01-19 16:16:35 UTC Post #158663
Wrong forum, can a mod move the thread please?
Posted 18 years ago2006-01-19 16:23:55 UTC Post #158666
Posted 18 years ago2006-01-19 16:28:14 UTC Post #158668
harsh .. but true :glad:
The Forum section "Maps and Mods" is at first glance quite confusing.
Posted 18 years ago2006-01-19 18:21:58 UTC Post #158676
It has a perfectly clear description under the title :|. Moved accordingly. Please take care in future.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-19 20:22:03 UTC Post #158697
I might be wrong here, but does monster_generic only work on HL1 ? I'd like to see it work on several HL1 mods as DOD and CS apart from only HL1.
I think every mod does have one..I really didnt try..but CS and DOD must have it. :)
Posted 18 years ago2006-01-19 20:28:00 UTC Post #158698
CS doesn't, and doesn't DoD use the spirit stuffs? Nevermind.
CS uses env_sprites for models
Posted 18 years ago2006-01-19 20:53:59 UTC Post #158699
I use cycler sprite, just need to figure out a way to to have 1, then kill it, and make another appear. I kinda missed out on the entire HL1 mapping, and hence haven't been triggered to play around with ents in an advanced way.
Posted 18 years ago2006-01-19 21:22:21 UTC Post #158703
Hmm been fidling around with it, can't use the monster_generic/mostermaker combo on cs. And the way i see it, one would have to use 2 mdl's, set each to play a certain animation.
1 model is visible, the other is (state off) not visible. Then the trigger occurs, and model 1 gets "killed" and model 2 becomes visible and plays its sequence.

But, up to date, i've failed to "toggle" env_sprites or cycler_sprites.
Any ideas ?
Posted 18 years ago2006-01-20 20:48:13 UTC Post #158826
Well, somewhat dissapointed about the thread itself to be honest.
Looks like most people just care about where or how things get posted, more then the content of the post itself.
Posted 18 years ago2006-01-20 20:57:49 UTC Post #158827
People just don't know the answer to your question. Least I don't.
Posted 18 years ago2006-01-20 22:05:34 UTC Post #158832
You can use env_renders for each cycler_sprite, and trigger the env_render (with FX amount to 0) for the cycler_sprite you want to render it invisible, and another env_render (FX amound 255) for the cycler_sprite you want it visible.
Posted 18 years ago2006-01-20 22:31:19 UTC Post #158833
I tried using a trigger_multiple to target a multi_manager which targeted two pairs of env_renders which targeted two monster_generics, toggling them between visible and invisible. It seems to world fine, but I had to set them to non-solid otherwise you get the yellow particles buzzing around because the models are stuck in each other. So if you had two models, one that is static, and the other with an idle animation, it should work fine.

[EDIT]
pretty much what inventrix just said :) (I'm late, as usual...)
[/EDIT]
Posted 18 years ago2006-01-21 14:34:31 UTC Post #158938
Now this is usefull ! Thanks guys i'll try it out !
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