Eating zombie? Created 13 years ago2011-06-06 08:58:10 UTC by pointblank2890 pointblank2890

Created 13 years ago2011-06-06 08:58:10 UTC by pointblank2890 pointblank2890

Posted 13 years ago2011-06-06 08:58:10 UTC Post #295299
So, I've been mapping with Hammer 3.5 for about a week now, and I've read through all the tutorials here and can create a simple and basic map.

My question is how do I make a zombie eat a dead scientist in a theoretical storage room?

Or to be more specific, how do I make the zombie eat up continuously? I mean, the problem is that when I trigger the animation, the zombie does the eating thing for about 1-2 seconds, and immediately stands up.

How do I replicate the animations of the zombies shown in the Office Complex chapter?
Posted 13 years ago2011-06-06 11:14:34 UTC Post #295301
There's an eating idle animation that you have to put in the idle animation property of the scripted_sequence. Use ModelViewer to find the name of the idle animation.
Posted 13 years ago2011-06-06 12:13:07 UTC Post #295305
...theoretical storage room
getting into specifics!

i used to have that problem (getting an idle animation). just make sure to hit the "immediently" tag thingy in the proppertys of the scripted_sequence so you dont have to worry about triggers. well, this works when mapping for original HL anyway...
Posted 13 years ago2011-06-06 20:21:46 UTC Post #295327
I remember having a lot of trouble getting this to work, and the solution was angravatingly simple. I don't remember an "immediatly" flag, but I wouldn't be suprised. I think I ended up using a trigger_auto.
Jessie JessieTrans Rights <3
Posted 13 years ago2011-06-07 02:37:06 UTC Post #295343
Um, no. I can't seem to locate an "immediately" flag on scripted_sequence neither do I see a trigger_auto (save?).

Imma try to upload pictures to Imageshack as soon as I can (only if my damn computer would let me...)

Meanwhile, I'll just try to explain it to the best of my abilities.

You are in a room. You come into the area of a trigger_once. This triggers the scripted sequence "eat". A zombie in front of you kneels and feeds on a dead scientist. You move forward. The animation stops completely and the zombie is just standing there.

My theory is that the animation is just pretty damn short and I need it to loop somehow. I've tried jiggling with every property and flag in the scripted_sequence and aiscripted_sequence, but nothing seems to change it. Any ideas?

Sincerely,
Jem.

P.S.
I'm already loving it here so much. Everyone's so nice and kind. Especially Mighty Atom. Sweet.
Posted 13 years ago2011-06-07 02:55:35 UTC Post #295344
Trigger_auto is a entity, not a flag.
Crollo CrolloTrollo
Posted 13 years ago2011-06-07 04:39:15 UTC Post #295351
Oh jeez... How could I have missed that?

Thanks a lot Crollo! I'll try it now!

EDIT:

Damn, its still too short (1-2 seconds). Any more suggestions, guys? I mean, I downloaded the example map in the map vault and I saw tht the creator has the same bug.
Posted 13 years ago2011-06-08 03:44:42 UTC Post #295395
i have a something can interest you, i have bad english so i will show it to you:
User posted image
when you want to turn it off, trigger a door and put env_beam name, to "kill target"
its my looping method i always use... not too much complicated and easy learned it years ago lol i hope it helps

edit:
ohh damn now i see you talking about sdk... i dont know, its work in hl1.. not sure about hl2... i think im drunk too! ...
Posted 13 years ago2011-06-10 04:37:42 UTC Post #295459
?? dunno what the above post talkin' about.

did you try this already?

I think there is a sequence called eat_loop or something. that goes into the 'idle animation' property. not 'eat'.
Posted 13 years ago2011-06-10 09:38:16 UTC Post #295461
What I do is I set the eating animation as the zombie's Idle sequence in the scripted_sequence, the get up animation as it's action animation, set the scripted_sequence to override AI, (No interuptions might be useful as well) and only trigger the sequence when the zombie takes damage or when the player gets "to close for comfort" to the zombie via trigger_once.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-06-10 11:50:23 UTC Post #295463
^ Jeffy has it pretty spot on.

if you want the zombie to just keep eating, all you need is the zombie entity and the scripted_sequence thing. name the zombie then in the scripted_sequence put the animation in the "idle animation" set the target to the zombie (ie - put its name in the thing) then set the sequence to "imediate" then i think, if you attack it, it should get up and behave normally. i think.
Posted 13 years ago2011-06-10 22:57:15 UTC Post #295466
AFAIK, Immediate is only in Source. (It's not in spirit, I know that for sure) but other than that, yeah.
Notewell NotewellGIASFELFEBREHBER
You must be logged in to post a response.