Is there a way to make a monster_zombie stay static, without killing scientist? Created 11 months ago2024-01-06 12:46:20 UTC by Combined Combined

Created 11 months ago2024-01-06 12:46:20 UTC by Combined Combined

Posted 11 months ago2024-01-06 12:46:20 UTC Post #348403
help pls
Posted 11 months ago2024-01-06 14:20:54 UTC Post #348404
Is it a mod or a map? If it's a mod then you could probably program it in.

If not then I'm not useful here.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 11 months ago2024-01-06 17:13:46 UTC Post #348405
What do you mean by "static"? If you want it to idle in place and not attack nearby scientists, you could set the Prisoner (16) flag.
Posted 11 months ago2024-01-06 17:41:26 UTC Post #348406
What if he wants the zombie to attack the scientists later though?
Meerjel01 Meerjel01I want to be a Meerjel
Posted 11 months ago2024-01-06 18:28:02 UTC Post #348407
What if he wants the zombie to attack the scientists later though?
Then use scripted_sequences to swap the prisoner zombie out for a regular one.
monster_urby monster_urbyGoldsourcerer
Posted 11 months ago2024-01-06 21:29:25 UTC Post #348408
That's the problem though. We don't know exactly what Combined wants because he hasn't described that yet. Just wait for him to elaborate.
Posted 11 months ago2024-01-06 22:37:29 UTC Post #348410
Yes, i want the zombie attack the scientist later.
Posted 11 months ago2024-01-07 08:52:44 UTC Post #348414
Is there way After some time, to uncheck the prisoner flag of a zombie?
Posted 11 months ago2024-01-07 10:30:20 UTC Post #348415
The prisoner flag can not be removed after a while. You should try to have the zombie execute a scripted sequence with an idle-animation. Once it is triggered, the sequence will stop and the Zombie will behave normal.
Or you build a full transparent box around it as a func_door and remove it when the zombie should start attacking.
Posted 11 months ago2024-01-07 12:56:10 UTC Post #348417
Or instead of a func_door, an invisible (for example using {invisible texture and Render Mode set to Solid) func_wall_toggle can work to keep the zombie and scientist from "seeing" each other until it's triggered.
Posted 11 months ago2024-01-07 13:34:19 UTC Post #348418
Programming a relationship changer can work too but that requires it to be a mod and that you can program it in. Just giving out a thought.
Meerjel01 Meerjel01I want to be a Meerjel
Posted 11 months ago2024-01-07 15:39:21 UTC Post #348420
ok thanks
Posted 11 months ago2024-01-07 15:49:41 UTC Post #348421
If it's just to stop them killing the scientist until the player gets there, the easiest ways would be either using a monstermaker to only spawn either the zombie or the scientist once the player reaches a certain point or, as described above, a func_wall_toggle that prevents them from seeing each other until the player arrives.
Archie ArchieGoodbye Moonmen
Posted 11 months ago2024-01-08 09:09:05 UTC Post #348426
What does a func_wall_toggle?
Posted 11 months ago2024-01-08 09:25:26 UTC Post #348427
Both I and Archie linked to the Entity Guide page for the entity, but basically it's a brush entity that toggles between a solid visible state and a non-solid invisible state.
Essentially triggering it makes it disappear from the game, and triggering it again makes it re-appear.
Posted 11 months ago2024-01-10 07:26:29 UTC Post #348430
Ah ok cool thanks

If Is not solid i can walk trought?

Can i make a func_wall solid and non solid resting invisible?

Urby: ...edited to one post ...again
Posted 11 months ago2024-01-10 08:43:04 UTC Post #348433
func_wall_toggle will alternate between two states when triggered:
  • Solid and visible
  • Non-solid and invisible
You can make it always be invisible by using NULL texture.

I also recommend experimenting with these entities on your own. Testing, trying and failing are the best ways to learn. 🙂
Posted 11 months ago2024-01-10 18:07:34 UTC Post #348434
Thanks
You are so helpful
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