making generic monsters Created 14 years ago2009-09-21 06:13:45 UTC by psilous psilous

Created 14 years ago2009-09-21 06:13:45 UTC by psilous psilous

Posted 14 years ago2009-09-21 06:13:45 UTC Post #273555
how can i make a generic monster that is invincible and will not attack players in deathmatch?

also.. is the scripted sequence set up correct for the monster to walk to specific place if..

-trigger_multiple triggers the scripted_sequence
-scripted_sequence target monster is the monster_generic
-scripted_sequence target is an info_landmark

and finally.. can i spawn the generic_monster with a specific model when i use a monstermaker (and what are the properties) ??

^_^

thnx in advanced
  • psi
Posted 14 years ago2009-09-21 14:31:38 UTC Post #273577
I don't think it's possible to spawn monster_generics with a monstermaker, as there's no option in the latter to set the childrens' model.

Also, you can set up a monster_generic in deathmatch, however the server will have to enable monsters.

As for walking, scrap your info_landmark (wrong entity - landmarks are used in level changes), place the scripted_sequence where you want your monster to walk to and set its "Move to" property to "Walk". At this point I'd also advise you to check our scripted tutorial.
Daubster DaubsterVault Dweller
Posted 14 years ago2009-09-21 15:01:12 UTC Post #273579
ok thanx!
Posted 14 years ago2009-09-21 22:23:41 UTC Post #273603
For the monster in multiplayer, if you don't need it to move, attack or die, you can always just place the model with a cycler_sprite...
Posted 14 years ago2009-09-22 04:19:05 UTC Post #273606
i kind of wanted it to patrol some hallways in underground tunnels..
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