Make a killabe gman/kingpin... in HL1 Created 6 years ago2018-03-23 20:55:41 UTC by REBELVODKA REBELVODKA

Created 6 years ago2018-03-23 20:55:41 UTC by REBELVODKA REBELVODKA

Posted 6 years ago2018-03-23 20:55:41 UTC Post #339079
I made an "AAAtriger", put an "env_render" but didnt work.
just help
REBELVODKA REBELVODKASemper fidelis
Posted 6 years ago2018-03-23 21:48:03 UTC Post #339080
If you mean plain old Half-Life, then you can’t. You would have to make a mod with custom code to allow that, or make your maps for a mod that already has that.
Jessie JessieTrans Rights <3
Posted 6 years ago2018-03-23 22:44:10 UTC Post #339081
env render only makes it invisible. use the Kill target of a trigger once and type in the name of the monster (gman, generic, etc.)
Posted 6 years ago2018-03-23 22:49:32 UTC Post #339083
(I will now note that I assumed you meant killable in the direct sense.)
Jessie JessieTrans Rights <3
Posted 6 years ago2018-03-23 23:11:23 UTC Post #339084
I mean be breakable like the chciken from cs_italy
REBELVODKA REBELVODKASemper fidelis
Posted 6 years ago2018-03-24 08:20:59 UTC Post #339085
Make a func_breakable that targets the cycler (kill target) the cycler can have a model like the chicken or whatever other model you want; what I cannot remember is that If it need a round_reset or something like that to make it re-appear each time you play the level.
Posted 6 years ago2018-03-24 09:45:08 UTC Post #339086
Give your monster_gman a name first. Then, draw an invisible, null-textured brush around him and tie it to func_breakable. Set whatever properties you want, but set the "Material type" field to "Flesh". After that, also set the "Target on break" field to "kill_relay_1", this is going to be the name of our trigger_relay. Create it first, then set the "Name" field to "kill_relay_1". Then type your monster_gman's name into the "KillTarget" field. You may also turn the trigger_relay's "Remove on fire" flag on so it gets removed once it has been activated.
Posted 6 years ago2018-03-24 16:08:43 UTC Post #339093
when you say "null textured brush" must be null, not AAATRIGER texture?
REBELVODKA REBELVODKASemper fidelis
Posted 6 years ago2018-03-24 17:35:42 UTC Post #339094
null will be invisible in game by default, but any texture would work
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2018-03-24 17:55:33 UTC Post #339095
I ask it because when I put the "aaatriger" around entity ingame the block is visible lol
REBELVODKA REBELVODKASemper fidelis
Posted 6 years ago2018-03-24 18:05:40 UTC Post #339096
Use the AAATrigger texture only on "trigger_" entities. I'd not recommend to use it for anything else.
Posted 6 years ago2018-03-24 18:30:35 UTC Post #339097
AAAtrigger isn't a special texture. What makes it invisible is being part of a trigger, because a trigger will be invisible no matter what texture you paint it with. It's only meant to be used for triggers in the sense that it's a colourful texture that contrasts with everything else within the editor.

The only textures naturally invisible in-game are null and clip. Not sure if origin, it might be only if it's part of an entity. I never tested it.
Posted 6 years ago2018-03-24 18:46:19 UTC Post #339099
If you were to add a cvar named "showtriggers" and set it to a non-zero value it would make some triggers visible in-game.

You can probably use AMXMod to do that easily.
Posted 6 years ago2018-03-24 18:58:07 UTC Post #339100
To make the brush invisible even without using the NULL texture, you can set the render mode to "texture" and the render amount to 0.
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2018-03-24 19:05:26 UTC Post #339101
Texturing the brush with NULL is a better option because if you do so then the lightmap for this brush will not be generated AFAIK.
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