Monster_gargantua How to kill it? Created 17 years ago2007-02-24 11:54:30 UTC by Kasperg Kasperg

Created 17 years ago2007-02-24 11:54:30 UTC by Kasperg Kasperg

Posted 17 years ago2007-02-24 11:54:30 UTC Post #213624
Ok, I designed a way to kill a garg in my map involving trigger_hurt entities. However, it seems to be absolutely immune to the damage. I placed some scientists and headcrabs in the same place and they perished quickly.
Is there any way to kill a garg besides grenades/satchels/tripmines/energy weapons?
Posted 17 years ago2007-02-24 15:29:49 UTC Post #213665
I'm assuming you want it to explode though right?
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-02-24 15:42:19 UTC Post #213669
Did you try to use the ENERGYWEAPON or BLAST damage types in the trigger_hurt? As I understand they simulate weapons like grenades or gauss.
Posted 17 years ago2007-02-24 15:44:55 UTC Post #213670
That wasn't the initial idea, but I think I found a way to solve it.
@espen180: I don't know where to apply the "kill" animation and "monster dies" flags so I just used a aiscripted_sequence. The animation I used was "die" and I used the garg as a killtarget, while triggering an explosion.
It would be so simple if they just got hurt with the trigger_hurt :roll:

Edit: yeah Elon, I tried that, but it didn't make any difference.
Posted 17 years ago2007-02-24 15:47:03 UTC Post #213672
I thing thats exectly what espen ment. ;)
Posted 17 years ago2007-02-24 16:33:40 UTC Post #213682
Just use the env_explosion entity instead of the trigger hurts and make a trigger_once which can be triggered by it once it walks through or use a button instead :D
Posted 17 years ago2007-02-24 17:05:52 UTC Post #213687
An env_explosion is located in a precise place. The idea is that the garg should die anywhere in a certain area. Using the trigger_hurt was the obvious solution, but didn't work.
Posted 17 years ago2007-02-24 19:21:48 UTC Post #213713
use env_beam or env_laser. I think they get thru gargantua's iron skin.
Posted 17 years ago2007-02-24 19:29:21 UTC Post #213719
Yes I think you can make a beam target a monster entity, but I'm not sure.
Posted 17 years ago2007-02-24 19:41:55 UTC Post #213723
not targeting the monster_entity instead a func_train (as target set to the env_beam) going into garg. Or just garg moving into the env_beam.

But I'm not still sure if beams or lazers kill gargs.
Posted 17 years ago2007-02-24 20:06:23 UTC Post #213730
But you can never geranty that the monster will be in an exact spot unless you use a script, thats why I think you should try to target the grag with a beam and not a train or an info_target
Posted 17 years ago2007-02-24 20:27:53 UTC Post #213736
Yes, that's a possibility, but that doesn't solve the main problem: Make a gargantua die when he is in a certain place.
It doesn't have to be a violent death. Imagine you want him to die because of a deadly virus released in a containment area or something like that.
Posted 17 years ago2007-02-24 21:09:58 UTC Post #213744
It doesn't have to be a violent death. Imagine you want him to die because of a deadly virus released in a containment area or something like that.
ah..in that case. Make the gargantua go to that certain location (with script)
Place a trigger_once (with the only monster properties) in that location which gargantua will enter. So when he passes the trigger_once, the script will be activated and gargantua will walk to the script. Now place a monster_generic in that same location with the gargantua model (prisoner and not solid enabled) with render fx texture and fx amount 0. After that, make the same script's (which we used for gargantua to walk into it) target to a multi_manager which will activate a trigger_relay (with the kill target set to gargantua's name so that the gargantua will vanish instantly) and an env_render which will bring our monster_generic visible again (render fx: normal fx amount:0), also this mm needs to trigger another script which is set to this monster_generic (our fake gargantua) playing the dead animation.(Important: tick leave corpse) (dont forget to set the angles).

Moar realism: add some fake explosions and a sound playing the gar_die1.wav which are triggered by the mm.

And thats it, we got a dead gargantua lying on the floor.

If still confused. I can make an example map. It's easy.
Posted 17 years ago2007-02-24 21:36:43 UTC Post #213752
Thanks. That's sort of what I did, but with less entities. The body finally won't stay, because it just gets in the way.
By the way, the trigger_once with "monsters" flag doesn't work either. Maybe Gargs don't like any triggers at all...
Posted 17 years ago2007-02-25 09:07:22 UTC Post #213835
Maybe the fact that I placed him on top of a func_wall instead of the floor has something to do...
But if that was the case, the scientists I placed there for testing would not have died because of the trigger_hurt.
Posted 17 years ago2007-02-25 12:23:22 UTC Post #213859
Try ticking No clients with monsters only as well.
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