monster maker properties? Created 13 years ago2011-08-28 05:07:36 UTC by platoon platoon

Created 13 years ago2011-08-28 05:07:36 UTC by platoon platoon

Posted 13 years ago2011-08-28 05:08:56 UTC Post #298429
hello,
first sorry my english but i need some help..
i have some nooby question that i cant figure out,

i put a monster maker(zombie spawner), its works fine..
but i want to trigger spawner when children of spawner dies(zombie),
don't say me do max children 1 and number of monsters -1 because
i want control the spawner manually, i want to set the spawner when i want it spawn.. so when spawner spawn a zombie, spawner go off (not anymore zombie)
i know i can give a name to children of zombie
but i don't know how can i setup the options,
something like a trigger condition/trigger target

maybe its about monster clip, i dont know really..

now this is what i want to know:

there is any entity for make options for children of monsters? (any trigger maybe?)
or can i add string lines without smart edit to somewhere?
Posted 13 years ago2011-08-28 07:28:46 UTC Post #298431
ok so you want the monster_maker to spawn a monster every time you click like a button?

Then you will need to do this:

Make the button trigger a multi_manager

Make the multi_manager trigger monster_maker to spawn 1 zombie, and then instantly trigger the monster_maker AGAIN, so that the monster_maker turn off and no more zombies spawn, but now you can trigger it again to repeat process.

properties should be:

Multi_manager
0.1 monster_maker1
1.0 monster_maker1

and for the button at least 1 extra second before it resets so
Delay Before Reset: 2.0

and for monster_maker
Depends what you want here: -1 max children for unlimited zombies so he can click and spawn as much as he wants, or a number like 1 2 3 or 4 for max number of zombies 1 2 3 or 4.

Did this answer what you wanted to know?
Skals SkalsLevel Designer
Posted 13 years ago2011-08-28 07:40:48 UTC Post #298432
I'm pretty sure he wanted to know if there's a way he can set the properties of the children of a monster_maker (like Trigger Condition and such) like you can with regular monsters. And frankly, I don't know, so I'm interested.
Jessie JessieTrans Rights <3
Posted 13 years ago2011-08-28 07:52:22 UTC Post #298433
oh, not for normal half-life.
Skals SkalsLevel Designer
Posted 13 years ago2011-08-28 08:13:44 UTC Post #298434
Uh... what makes you say that?
Jessie JessieTrans Rights <3
Posted 13 years ago2011-08-28 19:11:18 UTC Post #298446
Wait wait wait. So you want a monstermaker which makes zombies, and when a zombie dies you want a new zombie to spawn. Well, then you have to set it to an infinite number of monsters and max live children to 1. That way when 1 zombie spawns, the monstermaker will stop. Then when the zombie dies, the monstermaker will create 1 new zombie, then stop again. You can still trigger in on and off if you want to.
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-08-28 20:15:17 UTC Post #298450
I thought what he meant is that he wants the monstermaker to produce 1 zombie when triggered, and, if triggered, only produce a new zombie if the previous one is dead already.
Posted 13 years ago2011-08-29 13:04:21 UTC Post #298476
sorry urby thats not right
i think im confused when talk,
i want the CHILDREN trigger the monster maker, not ONLY with die, i know halflife can do it i just given a example

sorry scals thank you so much (thank you for your comment really)
but
look, you say

"Make the multi_manager trigger monster_maker to spawn 1 zombie, and then instantly trigger the monster_maker AGAIN."

but its automatic and i don't want it happen,
i want trigger zombie when i want, i mean zombie will see player, or die, etc.., and they will trigger the monster maker to spawn new zombie

and i want to learn what scotch says too its so important

because if that will happen, i can move children of monster makers, i can trigger a event when zombie die, i can trigger a event when children of zombie finish his goal, i can set gun of children(mp5?,shotgun?) etc..

but i see there is no way..
anybody know how?
Posted 13 years ago2011-08-29 20:47:31 UTC Post #298478
Essentially he wants to set properties of the monsters that the monstermaker outputs like other monsters. But there are no options for these in the monstermaker, so how does he do this?

That clear things up?
Jessie JessieTrans Rights <3
Posted 13 years ago2011-08-29 20:56:45 UTC Post #298479
I thought there was a toggle flag for monstermakers? Well maybe not.

Wait I see you want to modify properties for children monsters. Well that is hard. Best thing I can think of is place a monsters with your properties in some faraway area and have them come in via a trigger teleport.
Posted 13 years ago2011-08-29 21:04:22 UTC Post #298481
Wait I see you want to modify properties for children monsters. Well that is hard. Best thing I can think of is place a monsters with your properties in some faraway area and have them come in via a trigger teleport.
That can cause issues. I did that in a section of The Core and the enemies were invisble for a few seconds after moving.

As for your problem platoon, I think that your requirements are a little too advanced for the regular monstermaker entity. If there is a solution, it's way beyond my understanding. :|
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-08-30 07:41:40 UTC Post #298492
Might require coding, perhaps?
Jessie JessieTrans Rights <3
Posted 13 years ago2011-08-30 07:48:39 UTC Post #298493
er wtf
Skals SkalsLevel Designer
Posted 13 years ago2011-08-30 08:31:37 UTC Post #298495
Why can't you understand what he wants?
Jessie JessieTrans Rights <3
Posted 13 years ago2011-09-02 15:41:32 UTC Post #298587
Okay,
thank you very much for everyone.

I think I can use trigger_teleport like what "2muchvideogames" says.

But I wonder why there are children name than..
whatever thanks..
Posted 13 years ago2011-09-05 23:33:19 UTC Post #298680
It's been a while since I worked with the monster-maker, but I do remember that I couldn't set the properties of the children to do what I wanted. So I created a way of teleporting a set of real monsters in, one by one, triggered when I wanted them. Look in the rmf included with LDSF in the 'fun with lasers' competition; http://twhl.info/competitions.php?results=4 There is an elevator that lifts each monster into a trigger-teleport to bring them into the map when they are needed. It was complicated, but it worked. It's nice to see people still mapping for HL1 after all these years.
Posted 13 years ago2011-09-06 03:18:41 UTC Post #298686
well its the hard way,
need to prepare targets,names and stuff
it can be cool if there is any prefab for that, like a ready to go 50 monster trigger lol..
Posted 13 years ago2011-09-23 09:15:34 UTC Post #299307
guys i need some help,(new question)

i remember i can add info_node_hint or something, but its long time ago
i see there is no entity for it, its lost or something?
maybe i see it in worldcraft because its old times
i forgot about that and cant remember much but there should be some options in it:

door
Machinery
Blinking Light
Human Blood
Alien Blood
etc...

maybe im using wrong fgd i don't know but i know im used them in goldsrc and they are helpfully

i cant find them and i remember them now :(
Posted 13 years ago2011-09-24 02:10:59 UTC Post #299335
Em

Select your door brush and press "Shift T" then make it to a

func_door
light options for blinking etc. are in the light entity itself right click on the light entity and click on properties.

As for blood that's called decals look in the left menu it's directly over the clipping tool.

A brown cube with a red crosshair symbole.
Posted 13 years ago2011-09-24 03:41:23 UTC Post #299337
I'm not talking about door man, i already know that

I'm talking about info_node options
i remember there was a options for "what is there in that spot" "a door?" "a window?" "a human blood?" something..
after use that options for info_node monster can recognize "there is a door" and open it himself etc..

i think its old fgd file i see before and that option strings for "info_node" deleted at new fgd file for no reason. It's a helpful you know, i just cant find it anywhere
Posted 13 years ago2011-09-24 06:12:52 UTC Post #299339
Maybe you can name the children of the monster_maker zombie and place another zombie with the same name somewhere outside the map.Then set the trigger target and trigger condition of that zombie to what you need.The monster_maker should be set like this:
Max live children:2
Max children:-1
As the two zombies' names are the same they should have the same properties.
Hope this helps
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