Placing Dead Zombies Created 16 years ago2008-01-23 09:22:59 UTC by aaron_da_killa aaron_da_killa

Created 16 years ago2008-01-23 09:22:59 UTC by aaron_da_killa aaron_da_killa

Posted 16 years ago2008-01-23 09:22:59 UTC Post #244119
I am wondering, have been for a while, how do I place dead zombies in maps. I can place dead hgrunts and stuff, but I cant place dead zombies because they have no "dead" animations.

Any ideas : ?
Posted 16 years ago2008-01-23 09:33:18 UTC Post #244120
there's probably an easier way, but placing a trigger hurt over regular zombies would work
Archie ArchieGoodbye Moonmen
Posted 16 years ago2008-01-23 10:08:28 UTC Post #244121
If you're using SoHL there's an entity like generic_monster_dead. You can specify the death animation type there.

You can use a sequence too, but is so much work. The one who can help you is placing a trigger_hurt that affects only monsters. Check damage's type, you won't probabily want the monsters are gibbed up.

Cheers,
Posted 16 years ago2008-01-23 10:12:06 UTC Post #244122
Huh, Thanks Cluadio :)
Posted 16 years ago2008-01-23 12:38:22 UTC Post #244125
Using a scripted sequence where zombies walk into a trigger hurt works also theres a zombie animation which is the half life chapter "unforeseen consequences" where the zombie slumps against a wall and slides downwards when the zombie has completed that animation it is now dead. Hope that helps ;)
Posted 16 years ago2008-01-23 20:15:05 UTC Post #244151
Posted 16 years ago2008-01-24 21:04:00 UTC Post #244240
"Using a scripted sequence where zombies walk into a trigger hurt works also theres a zombie animation which is the half life chapter "unforeseen consequences" where the zombie slumps against a wall and slides downwards when the zombie has completed that animation it is now dead. Hope that helps" all monsters die after a death animation. even if you made a "scripted_sequence" or "aiscripted_sequence"
Posted 16 years ago2008-01-24 21:32:38 UTC Post #244248
have you ever heard of quote tags?
Posted 16 years ago2008-01-25 12:42:08 UTC Post #244285
all monsters die after a death even if you made a "scripted_sequence" or "aiscripted_sequence"
when a monster does a death sequence it usually just reverts to its normal state
Posted 16 years ago2008-01-31 23:03:45 UTC Post #244717
all monsters die after a death even if you made a "scripted_sequence" or "aiscripted_sequence"
when a monster does a death sequence it usually just reverts to its normal state
what? but in the code itself it specifys that if the animation is played at all, it will die either way.
Posted 16 years ago2008-02-01 00:14:46 UTC Post #244725
I believe trooper is right on this one. It's an animation, not a physical action.
Posted 16 years ago2008-02-01 00:21:26 UTC Post #244728
tip: try things out for yourself before you post something. if you have any proof, then give me a downlaod to your proof then. if you don't have any proof, don't even open you're mouth to say something that you have no proof for.
Posted 16 years ago2008-02-01 00:37:04 UTC Post #244730
go do it yourself lazy ass. i'm not doing things for you, especially something as simple as that.
Posted 16 years ago2008-02-01 01:09:33 UTC Post #244731
i've allready done it a million times moron. you think that i don't have proof do you? you're just making yourself look horrible.

also, you're obouisly the lazy one.
Posted 16 years ago2008-02-01 01:10:18 UTC Post #244732
tip: don't start shit that I'll be forced to finish.
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-02-01 01:12:32 UTC Post #244733
he's talking to you, saw.
Posted 16 years ago2008-02-01 01:16:45 UTC Post #244734
I'm talking to both of you and taking particular note of that smart ass comment. Be careful what you do next.
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-02-01 12:47:42 UTC Post #244758
thehalflifedude i've have experimented around with this for a while because I remember I was trying to get vortigaunts to die and I remember if they were placed inside a func_hurt for some reason they would not die, if they did a death sequence they would not die, the only way I could get them to die was to make them move to a scripted sequence in a func_hurt with damage 100 and then when they finished going towards the scripted sequence they died.
Posted 16 years ago2008-02-01 15:59:58 UTC Post #244763
you guys must have a different version. in my version monsters will always die whenever they play a death animation.
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