How do you delete an NPC? Created 17 years ago2006-10-02 00:01:52 UTC by koalaz2004 koalaz2004

Created 17 years ago2006-10-02 00:01:52 UTC by koalaz2004 koalaz2004

Posted 17 years ago2006-10-02 00:01:52 UTC Post #198254
Im trying to make a ghost model go through 2 paths and then after it gets out of sight delete its self so the player cant find it. Just like Gman does alot in HL1. Thanks a tun for any help. (Edit) Also is it possible to use a trigger_once command and have the NPC be triggerd to go down the path and after it hits the last waypoint delete its self and can you change the speed of the NPC to make it go really fast or really slow?. Thanks
Posted 17 years ago2006-10-02 02:12:36 UTC Post #198261
Whereever you want him to disappear, set the trigger to kill the npc, then it will disappear when it walks through the trigger :) Hope that helps a little because i cant remember exactly how to do it, sorry.
Posted 17 years ago2006-10-02 05:40:31 UTC Post #198264
Last path_corner
  • fire on pass: relay_kill_ghost
trigger_relay
  • name: relay_kill_ghost
  • kill target: name_of_your_ghost_train
Should work.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-10-02 05:49:46 UTC Post #198265
Unless you use a trigger_push or an invisible func_conveyor, I don't know how you can make an NPC move faster/slower.
Posted 17 years ago2006-10-02 09:14:40 UTC Post #198273
Couldn't you just change the speed on the path_corner?
Posted 17 years ago2006-10-02 12:45:02 UTC Post #198287
Thank you guys for the help -- But when I name the ghost (Like give it a name) It will not go through the paths. Thanks again guys.
Posted 17 years ago2006-10-02 14:38:19 UTC Post #198298
Set the target of whatever the damn thing is to the name of the first path_corner, unless its func_train: use the "first stop target" for that.
Posted 17 years ago2006-10-02 16:27:18 UTC Post #198304
That still does not help - I have to delete the NPC after it gets there - And for that I need to name it -- And If I name it it will not go down the path.
Posted 17 years ago2006-10-05 10:48:33 UTC Post #198593
You need to trigger it to make it go down the path if you name it.
Posted 17 years ago2006-10-14 11:14:39 UTC Post #199646
I allready did - It will not trigger - I give it a name -- I do trigger_once (Put in the name of the ghost) And it will not walk down the path if it has a name.
Posted 17 years ago2006-10-14 14:57:13 UTC Post #199658
Did you put the name of the ghost entity in the name field of the trigger? It should be in the Target field.
Posted 17 years ago2006-10-16 03:06:05 UTC Post #199798
If path_corners won't work for you use an (ai)scripted_sequnce with a walk to/run to setting and trigger that instead. (just don't set an amination and it will act just like a waypoint.)
Posted 17 years ago2006-10-16 07:47:16 UTC Post #199803
Use a scripted_sequence insead of path_corners.. Path_corners with npcs isn't the bet way to go, there are too many things that can go wrong.
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