Half-Life: Uplink Extended Created 19 years ago2005-11-19 19:45:26 UTC by The Mad Carrot The Mad Carrot

Created 19 years ago2005-11-19 19:45:26 UTC by The Mad Carrot The Mad Carrot

Posted 14 years ago2009-12-09 18:45:27 UTC Post #276494
What annoys me is that i can't make monsters spawned with monstermakers trigger stuff! I need two grunts to trigger something when they die (trigger condition: death), but you can't set that property because their spawned from a monstermaker.

Shit!
Posted 14 years ago2009-12-09 19:10:20 UTC Post #276495
I'm about to try 1.1

Just browsed the models, I can already tell that barney.mdl has been decompiled in Milkshape at some point. :/

Animations are screwed. They work and everything, but animations which require the model to move forward or back (dying animations or being dragged) are stuck on the spot.)
monster_urby monster_urbyGoldsourcerer
Posted 14 years ago2009-12-09 19:13:30 UTC Post #276496
Wut?

Are you using the HD model pack that comes with Blue Shift?

And yes, the barney model has been decompiled once. Barney actually reloads his weapon after having fired 17 shots. This required an aditional event to be added to the model for the gamecode to call (reload animation).
Posted 14 years ago2009-12-09 19:22:18 UTC Post #276497
What about the shells? Didn't that need to be added too?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-12-09 19:32:40 UTC Post #276498
Shell ejections are handled by the code, just like with grunts.
Posted 14 years ago2009-12-09 19:43:02 UTC Post #276499
I thought you had to add a new attachement, though.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-12-09 19:48:57 UTC Post #276500
Nope, just x y z coordinates.
Posted 14 years ago2009-12-09 20:12:51 UTC Post #276501
Well finished it and enjoyed every last second. The extended section was brilliant.

As I mentioned on steam, I also see the missing face in the transmitter dome as screenied by JeffMOD. Also I gibbed on the final elevator, so I blew up the Agrunt corpse and that sorted it. Maybe have it fade away in the next version?

Other than that, congratulations. This gave me a good 40 minutes of enjoyment.
Very nice work. :D
monster_urby monster_urbyGoldsourcerer
Posted 14 years ago2009-12-09 20:17:31 UTC Post #276502
I get the missing face too (never noticed it before!). Ill fix it.

As for the gibbing, its a func_train bug. Monsters spawned with monstermakers don't fade corpse, which is stupid.

Still, im glad you enjoyed! :D
Posted 14 years ago2009-12-09 20:45:35 UTC Post #276503
Don't monstermakers have a "fade corpse" flag? Or is that just spirit?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-12-09 21:36:14 UTC Post #276504
Spirit.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2009-12-09 22:01:58 UTC Post #276506
:\
There's always teleporting it it, I guess.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-12-10 13:22:17 UTC Post #276515
I tried that too, but then, for some strange reason, the grunts don't do anything at all, as if their AI is disabled, you can walk in front of him, but he does nothing, not even open fire. Only when i shoot him, he regains his AI.

Argh.
Posted 14 years ago2009-12-10 17:19:51 UTC Post #276521
trigger_hurt?
Posted 14 years ago2009-12-10 17:35:13 UTC Post #276522
Tried that, didn't work.
Posted 14 years ago2009-12-10 18:41:31 UTC Post #276524
Only when i shoot him, he regains his AI.
What if you would build an invisible func_tank which does 0 damage? Maybe that would activate his AI when it attacks him.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2009-12-14 16:10:21 UTC Post #276525
Then who would be using it? Automated func_tanks don't shoot grunts.

I need a coder. Im hiring right now.
Posted 14 years ago2009-12-14 16:38:18 UTC Post #276606
Then who would be using it? Automated func_tanks don't shoot grunts.
They shoot whatever's in front of them when they can't rotate, they see a player (or scientist/Barney) and their tolerance is 180 or more. I think.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2009-12-14 17:29:47 UTC Post #276611
I don't think that's gonna work... It'll look weird to the player.
Posted 14 years ago2009-12-14 18:11:00 UTC Post #276613
Ah, so that's what tolerance is for. I've always wondered about that.

[Edit] And what about a func_tanklaser with the beams brightness set to 0?
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 14 years ago2009-12-14 18:19:09 UTC Post #276614
It'd still bleed.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-12-14 18:28:41 UTC Post #276616
Hmmm, now that you mention it, TJB, maybe i could use a regular env_beam or env_laser to deal 0 damage to the grunt after he teleported and hopefully, re-enable his AI.
Posted 14 years ago2010-01-11 19:20:49 UTC Post #277729
You going to use the High Quality models?

Other than that, How long do you plan this extension will be?

[EDIT]: Because, I absolutely loved Uplink. First Half-Life game I ever played. Great demo, gives you a lot for it.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-01-11 19:31:39 UTC Post #277731
Search it- It's in the vault.
There are no HD models, but there is HD mapping.
Don't replace models, either. The barney has custom reload animation properties.
Notewell NotewellGIASFELFEBREHBER
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