Help with monster_grunt_repel Created 14 years ago2010-03-16 22:50:40 UTC by DiscoStu DiscoStu

Created 14 years ago2010-03-16 22:50:40 UTC by DiscoStu DiscoStu

Posted 14 years ago2010-03-17 23:31:47 UTC Post #279768
I need some help with placing a couple of monster_grunt_repels in my map.

I give them a name, and when I trigger them they spawn right there and perform a "rappel down" animation - but they stay in the exact same spot without moving down. There are no obstructions in their way (or I suppose they'd stop going down and stand)

Only if I noclip up to where they are, they start shooting at me when they see me. Only then, if I hide they'll start going down until they reach the floor.

Am I missing something? Am I doing something wrong?

[edit]bump nobody? :(
Posted 14 years ago2010-03-17 23:37:29 UTC Post #279793
I've never used them before, so I wouldn't be able to help you.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 14 years ago2010-03-22 23:19:18 UTC Post #279794
Don't worry TJB. SOMEONE has to have used them sometime. I can't believe I am first.

I keep testing the map, and even after triggering them a second time, they still don't come down.

Only sometimes, if I kill one of them from below, they start rappelling down one by one. But not always.

Trigger condition is "no trigger" btw.

Edit: Whatever. http://www.twhl.co.za/vault.php?map=5463
Posted 14 years ago2010-03-22 23:31:31 UTC Post #279934
Oh, if I'd seen this topic earlier I would have helped sooner. Must have slipped my radar.

You are doing everything perfectly, except place the monster_grunt_repel at the place you want it to repel from. I used it in Static Friction. The grunt entity is above the windows. When I trigger the grunt they repel down and trigger an trigger_once that smashes the glass so they continue to repel down.

To recap: Don't place the monster_grunt_repel on the ground. It goes in the air at the place you want them to repel from.

EDIT: Oh, and don't place them on top of each other. They don't work. otherwise everything should work fine.
Posted 14 years ago2010-03-22 23:39:49 UTC Post #279935
Make sure there's no prop or brush under the npc, otherwise they cannot repel downward.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 14 years ago2010-03-22 23:41:42 UTC Post #279936
Thanks hotdog, but I already did all that - check the map I've posted.

This should be triggered from a trigger_once, but the events are temporarily started with the elevator button on the ground floor.

The button targets a multimanager which in turn first breaks the skylight glasses, then calls the grunts to spawn. I HAVE placed the grunts at the point they come from (which is logical). And they're not on top of each other, all four are at different x/y places.

After the glass breaks, when the multimanager triggers the monster_grunt_repels they just spawn and stay up there.

And no, there's nothing at all under the entities. They have plenty of free space all the way down to the floor.
Posted 14 years ago2010-03-23 00:43:05 UTC Post #279937
Problem solved DiscoStu ;)

What you did was forget that although monster_grunts don't spawn straight away, they still need as much room as normal grunt when spawning. The sky brush above them was too close, digging half-way through them. You didn't get the 'Monster Stuck in wall' error because they don't apawn the same way as regular monsters. I moved the sky brush up about 96 units and all is well.
Posted 14 years ago2010-03-23 01:34:35 UTC Post #279938
Oh. Damn. That was a punch in the face. Well, I guess I'll give this entry a try again.

I do wonder why they did come down when I noclipped to their height.

Thanks a lot hotdog!! :)
Posted 14 years ago2010-03-23 02:24:33 UTC Post #279939
No worries. They probably did come down afterwards because their position shifted when they tried to shoot at you. Half-life recognised this and forced their position downwards out of the brush.
Posted 14 years ago2010-03-24 20:30:28 UTC Post #279982
Do I need to add info_nodes so they can walk around? I'm not sure how they work.
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