My Sci Created 20 years ago2004-01-10 20:06:11 UTC by BrattyLord BrattyLord

Created 20 years ago2004-01-10 20:06:11 UTC by BrattyLord BrattyLord

Posted 20 years ago2004-01-10 20:06:11 UTC Post #11543
How do I make a scientist that Does what I want? For example:

1. I want a scientist to say one of my custom sounds when you speak to him, and I want it to trigger something. I don't want him to say the stuff from the original HL.

2. I want a scientist's mouth to move when he says a custom sound, plus this dude will be triggered.

Is it possable to do paths that these dudes walk on?

Oh, and if the answer is obvious, then please don't get upset with me.
Posted 20 years ago2004-01-10 23:31:09 UTC Post #11560
1. i think coding's needed 4 this, cos theyre programmed 2 say the original hl stuff, but u could hav a trigger once around him that triggers him 2 "use sentence".

2. like i said, try the "use sentence" field

and yes, it is possible 2 make paths 4 these dudes. just use path_corners. read the tuts. btw info nodes aint just 4 normal walkabouts, so dont make a path out of em.
Posted 20 years ago2004-01-10 23:50:00 UTC Post #11563
not coding! I'm taking a break from programming. (Maby the lazy american stereotype is true :o )

Is there a way to make your own monster? One that uses the same Scientist model, but doesn't talk, at all? What I'm saying is, is there a way to shutup the scis?

Is use sentance an entity? Custom sounds work for me now (YEEEHAAWWW)
Posted 20 years ago2004-01-10 23:53:00 UTC Post #11565
use sentence is a field in the scis porperties. and 2 shut up yer nerds just tick "gag" in the flags.
Posted 20 years ago2004-01-11 00:01:25 UTC Post #11568
ohh, I always miss something in the flags. Thanks.

(shut up yer nerds, LOL)
Posted 20 years ago2004-01-11 06:39:53 UTC Post #11593
using the monster_generic, strips all the AI and 'chat' out of the monster/model
Posted 20 years ago2004-01-11 10:21:29 UTC Post #11608
ok, I'm new to working with monsters, since I made TFC maps An CS maps. How do you use the sentence thing?
Posted 20 years ago2004-01-11 16:26:24 UTC Post #11658
look up the entity guide ;)
Posted 20 years ago2004-01-13 17:08:49 UTC Post #11976
i think SOHL has a property of the ambient_generic which allows it to play from an entity, not from itself, and you can select the channel to use for that entity, selecting "voice" moves the "dude's" mouth in tact to the sound. HL2 lipsyncing - eat your heart out! :P
Posted 20 years ago2004-01-13 17:56:07 UTC Post #11983
Two words. Scripted, Sequence. And yes, you can make them run on a path, same way you would with grunts, I beleive.
Posted 20 years ago2004-01-13 19:15:54 UTC Post #12002
yeah, u need a new mouth animation, some programming, a scripted sequence, and an edited sentences.txt file. Cos u would use a sentence to make him say it.
m0p m0pIllogical.
Posted 20 years ago2004-01-13 19:24:33 UTC Post #12007
thats too much for me, I'll just make them talk without the mouth moving. :)
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