"Monster_Generic" as Corpse Created 4 years ago2019-09-20 02:01:15 UTC by TranshumanShephard TranshumanShephard

Created 4 years ago2019-09-20 02:01:15 UTC by TranshumanShephard TranshumanShephard

Posted 4 years ago2019-09-20 02:01:15 UTC Post #343144
So, in Half-Life: Blue Shift, you have the security guards not wearing vests and helmets. Valve used entity type "monster_generic" in order to implement them. How do you turn "monster_generic" into a dead body? The model I am using has a corpse animation, but the entity still appears as if it is standing. Is there a tutorial for this sort of thing?
Posted 4 years ago2019-09-20 21:17:35 UTC Post #343147
Try this entity monster_barney_dead. You can even change its corpse "pose".
MrMystery MrMysteryBanned
Posted 4 years ago2019-09-21 13:41:23 UTC Post #343150
Wow, you really didn't know what I was talking about, didn't you? Entity called "monster_generic"? Do you not know what that is? In Blue Shift, they didn't use "monster_barney_dead" to create the corpses of the security guards NOT wearing their armor. That entity you described wears the armor.
Instead of getting the help I needed, I had to figure it all out the hard way by converting a BSP Blue Shift map into a file that I could access via Hammer Editor. There, I found that they used entity "monster_generic" and applied a model to it, applied a trigger, and an animation sequence so that the entity would act more like a corpse.
Since no one was helpful and that I may not be the only one who has struggled with this, I will be providing a tutorial. I was very clear with the description I gave.
Posted 4 years ago2019-09-22 10:56:30 UTC Post #343152
No need to get angry, some people simply read too fast then they don't understand the question. :P

But yes, there are no tutorials for that sort of thing yet. There's one called "Dead NPCs for HL1 and CS" but it uses cycler entities which is not in the scope of this thread.

As you said, one of the ways to do it is to use monster_generic with the model you're looking for, then trigger an aiscripted_sequence when the map starts (so that the model starts with the corpse animation).
Or actually, you can define the Animation Sequence keyvalue right away, which is what you did. Good job.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-09-22 17:52:38 UTC Post #343154
On the other hand, you could use cycler with the model dead_barney.mdl and sequences 7, 8, 9, or 10.
Ez Pz boi, the security guard (with vest and helmet) was shocked with your question... and answer.Ez Pz boi, the security guard (with vest and helmet) was shocked with your question... and answer.
MrMystery MrMysteryBanned
Posted 4 years ago2019-09-23 09:52:58 UTC Post #343155
decompiling maps to see how things are done is the easiest way
Posted 4 years ago2019-09-25 02:56:47 UTC Post #343159
On the other hand, you could use cycler with the model dead_barney.mdl and sequences 7, 8, 9, or 10.
Problem with cycler entity is that when you shoot it will bleed monochrome blood and wont be gibbable like using monster_generic. This issue is also present when using cyclers for props, so in that case for example in CS, people switch it to cycler_sprite instead since it wont bleed like that (since cycler_sprite has no collision just make a clip brush to define it). However if the mod supports it like say CZ:DS or SvenCoop use item_generic instead.

Also not well known thing is both cycler/sprite and monster_generic entities support "skin" keyvalue as well as "body" to change skins and bodygroups but is not found in most FGD's so you will have to add manually. I have more details added here.
Posted 4 years ago2019-09-25 22:20:34 UTC Post #343160
Also not well known thing is both cycler/sprite and monster_generic entities support "skin" keyvalue as well as "body" to change skins and bodygroups but is not found in most FGD's so you will have to add manually.
Maybe you should add this little tidbit to the entity guides!
Jessie JessieTrans Rights <3
Posted 4 years ago2019-09-26 10:49:45 UTC Post #343161
also when models have controllers for pelvis, torso, mouth, usually when you use such a model with cycler_sprite, for example a dead sitting helmet, the guy will be twisted to one side with all controllers to the maximum. You can use "controller" keyvalue to set them, but you have multiple controllers and only one controller, so theres some weird formula to turn those three values into one value. I can't find how it looks right now, but it should be possible to figure out from the hl sdk
Posted 4 years ago2019-09-26 12:31:44 UTC Post #343162
While we're on this topic, why is there never a lot of love for monster_furniture in these situations?
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2019-09-26 13:00:27 UTC Post #343163
You can use "controller" keyvalue to set them, but you have multiple controllers and only one controller, so theres some weird formula to turn those three values into one value. I can't find how it looks right now, but it should be possible to figure out from the hl sdk
HL is indeed full of secrets
While we're on this topic, why is there never a lot of love for monster_furniture in these situations?
Actually that's a good question
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