Is there a way to make a monster_zombie stay static, without killing scientist? Created 3 months ago2024-01-06 12:46:20 UTC by Combined Combined

Created 3 months ago2024-01-06 12:46:20 UTC by Combined Combined

Posted 3 months ago2024-01-06 12:46:20 UTC Post #348403
help pls
Posted 3 months ago2024-01-06 14:20:54 UTC Post #348404
Is it a mod or a map? If it's a mod then you could probably program it in.

If not then I'm not useful here.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 3 months ago2024-01-06 17:13:46 UTC Post #348405
What do you mean by "static"? If you want it to idle in place and not attack nearby scientists, you could set the Prisoner (16) flag.
Posted 3 months ago2024-01-06 17:41:26 UTC Post #348406
What if he wants the zombie to attack the scientists later though?
Meerjel01 Meerjel01I want to be a Meerjel
Posted 3 months ago2024-01-06 18:28:02 UTC Post #348407
What if he wants the zombie to attack the scientists later though?
Then use scripted_sequences to swap the prisoner zombie out for a regular one.
monster_urby monster_urbyGoldsourcerer
Posted 3 months ago2024-01-06 21:29:25 UTC Post #348408
That's the problem though. We don't know exactly what Combined wants because he hasn't described that yet. Just wait for him to elaborate.
Posted 3 months ago2024-01-06 22:37:29 UTC Post #348410
Yes, i want the zombie attack the scientist later.
Posted 3 months ago2024-01-07 08:52:44 UTC Post #348414
Is there way After some time, to uncheck the prisoner flag of a zombie?
Posted 3 months ago2024-01-07 10:30:20 UTC Post #348415
The prisoner flag can not be removed after a while. You should try to have the zombie execute a scripted sequence with an idle-animation. Once it is triggered, the sequence will stop and the Zombie will behave normal.
Or you build a full transparent box around it as a func_door and remove it when the zombie should start attacking.
Posted 3 months ago2024-01-07 12:56:10 UTC Post #348417
Or instead of a func_door, an invisible (for example using {invisible texture and Render Mode set to Solid) func_wall_toggle can work to keep the zombie and scientist from "seeing" each other until it's triggered.
Posted 3 months ago2024-01-07 13:34:19 UTC Post #348418
Programming a relationship changer can work too but that requires it to be a mod and that you can program it in. Just giving out a thought.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 3 months ago2024-01-07 15:39:21 UTC Post #348420
ok thanks
Posted 3 months ago2024-01-07 15:49:41 UTC Post #348421
If it's just to stop them killing the scientist until the player gets there, the easiest ways would be either using a monstermaker to only spawn either the zombie or the scientist once the player reaches a certain point or, as described above, a func_wall_toggle that prevents them from seeing each other until the player arrives.
Archie ArchieGoodbye Moonmen
Posted 3 months ago2024-01-08 09:09:05 UTC Post #348426
What does a func_wall_toggle?
Posted 3 months ago2024-01-08 09:25:26 UTC Post #348427
Both I and Archie linked to the Entity Guide page for the entity, but basically it's a brush entity that toggles between a solid visible state and a non-solid invisible state.
Essentially triggering it makes it disappear from the game, and triggering it again makes it re-appear.
Posted 3 months ago2024-01-10 07:26:29 UTC Post #348430
Ah ok cool thanks

If Is not solid i can walk trought?

Can i make a func_wall solid and non solid resting invisible?

Urby: ...edited to one post ...again
Posted 3 months ago2024-01-10 08:43:04 UTC Post #348433
func_wall_toggle will alternate between two states when triggered:
  • Solid and visible
  • Non-solid and invisible
You can make it always be invisible by using NULL texture.

I also recommend experimenting with these entities on your own. Testing, trying and failing are the best ways to learn. 🙂
Posted 3 months ago2024-01-10 18:07:34 UTC Post #348434
Thanks
You are so helpful
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