monstermaker: body specifying Created 19 years ago2004-06-28 03:48:09 UTC by Seventh-Monkey Seventh-Monkey

Created 19 years ago2004-06-28 03:48:09 UTC by Seventh-Monkey Seventh-Monkey

Posted 19 years ago2004-06-28 03:48:09 UTC Post #37111
Does anyone know how to set a monstermaker to produce a random-body scientist? I tried body -1 and skin -1 but neither worked, I just ended up with Glasses.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-06-28 03:53:01 UTC Post #37114
Body: 0?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-06-28 03:55:09 UTC Post #37115
Sadly not.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-06-28 03:59:28 UTC Post #37118
Yeah, its glasses for 0. I was being ignorant and didn't check the entity guide.

-1 aint working? Maybe you are having real bad luck with a monstermaker and just have gotten a huge stream of glasses? :P

No idea why its not working, but if all else fails, make 4 monstermakers, one for each sci body, then trigger them in a random (sorta) order to get each type of sci? Might work, sounds like an awful lot of work for that though.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-06-28 04:39:07 UTC Post #37121
I considered that - but I can't find how to specify children's properties at all! All you seem to be able to set is their name. God, I've been mapping too much; I just hit Ctrl+S to save this post so far :D.

I looked at the "children name" key with SmartEdit off and it doesn't match up with the property for the individual scientist (if it had been something like child_targetname then I mighta tried child_body).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-06-29 04:26:53 UTC Post #37373
Hmm...odd, maybe you can't set the bodies. In that Black Mesa Blender map posted a while back it had monstermakers spawning scis that all were glasses, so it might not be a possibility. With a little clever coding you could change that. (and have an entire new mod-ish thing on your hands ;) )
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-06-29 05:19:22 UTC Post #37382
I think you should use the multible monstermaker method.
You can use an env_beam to randomly trigger one of the four monstermakers.
Posted 19 years ago2004-06-29 05:54:50 UTC Post #37386
Or just place your monster_scientist in a small room and teleport him in with a scripted_sequence. I find that method much better for monsters that need some specific options, like grunts (their weapons can't be specified when you use a monstermaker), scientists and such.

I used that method in 'The Playtest', and I think it has been done in some HL maps too.
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