killing an apache Created 20 years ago2004-02-22 17:24:01 UTC by square square

Created 20 years ago2004-02-22 17:24:01 UTC by square square

Posted 20 years ago2004-02-22 17:24:01 UTC Post #16967
i want the monster_apache to disappear when it gets out of the players sight, because i dont need him anymore. kill target does not work on him. is there a way to get rid of him (without having to shoot him down)?

second question: when the apache leaves the players sight i want his rotor-sound to fade out, but he seems to have a built-in sound which i cannot control. is there a way to let his sound fade or attach an ambient-generic to him (while deactivating his own sound)?
Posted 20 years ago2004-02-22 17:24:53 UTC Post #16968
make him teleport away. just tick the monsters flag in the teleports properties.
Posted 20 years ago2004-02-22 18:18:35 UTC Post #16974
or trigger an explosion, or a trigger hurt, would that work on monsters?
Posted 20 years ago2004-02-23 06:19:52 UTC Post #17059
Make a small box 3000 units away from your map, place the last path corner in it. Reason this works better than teleporting is that you will hear the apache sound as it dissapears, if you teleport it... You won't hear the fade.
Try killtarget by using a trigger relay. As the Apache passes the last pathcorner "fire on pass" the trigger relay to kill it. (I haven't tested this!)
Posted 20 years ago2004-02-23 13:41:14 UTC Post #17107
Try a levelchange that goes through some canyon or something, and change to another level without the apache in it.
Posted 20 years ago2004-02-23 13:42:20 UTC Post #17108
Tick "monsters" on the trigger_hurt. If there is such a thing, I can't remember.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-02-23 18:49:35 UTC Post #17147
I had this same problem in the TWHL osprey challenge competition. It turns out you can't kill the chopper sound...or I never found a way, and trust me, I looked everywhere and tried everything. My solution was to put a big cannon in the level and let the player shoot down the chopper.
Posted 20 years ago2004-02-24 06:35:09 UTC Post #17189
Here's a long shot: have an ambient generic play a SECOND chopper sound once you have removed the real chopper. This way you could have a long fadeout. -Syncing the sounds may be a problem, though. :
Posted 20 years ago2004-02-24 07:41:15 UTC Post #17194
i now fixed it by letting him fly into a pretty hellish trigger_hurt, but not after having lowered his armour-rate (i use spirit and now that works). not the nicest way and a bit unlogic that the chopper that drops me for a sneak-operation explodes afterwards so that any guard around 20 miles should notice that i'm here ...
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