Barney Created 20 years ago2003-05-11 13:08:53 UTC by The One The One

Created 20 years ago2003-05-11 13:08:53 UTC by The One The One

Posted 20 years ago2003-05-11 13:08:53 UTC Post #756
I want to make a Barney shoot me when i pick up a gun. I don't know whether this is possible so please help.
Posted 20 years ago2003-05-11 20:23:02 UTC Post #757
monster_barney is coded to be friendly until you shoot him. I tried a trigger_hurt set to bullets and triggered by you picking up the gun, but it just kills Barney. I couldn't get him to shoot at the player when triggered. There are a few other options but I think it all comes down to the need for the player to inflict damage before Barneys AI kicks in and treats you as hostile. Doesn't help much, but that is the way the game was coded.
Posted 20 years ago2003-05-12 08:15:30 UTC Post #758
What if you put somekind of trigger to same place with gun and that trigger would make barney to attack you?
Posted 20 years ago2003-05-12 15:58:41 UTC Post #759
I've tried a trigger in the same place as the gun like Jage said, but it didnt seem to work. I was wondering whether it may be possible with the marine though, make him hold back until the guns picked up. If any of you find a way please tell me.

I'm just trying to make a map similar to the archives level on the N64s Goldeneye, as that was so cool.

Cheers anyway.
Posted 20 years ago2003-05-12 19:41:41 UTC Post #760
You can do this with the monster_human_grunt entity (the marine). Build an invisible barrier around the grunt which keeps his AI from kicking in until the barrier is gone. Here's how: Place a func_wall_toggle around the grunt. A hollow cube will do nicely....tie it to the func_wall_toggle entity and place the grunt inside. Leave the grunt's properties on their default. Name the func_wall_toggle whatever name you want. Set up the properties for the func_wall_toggle like this:
Render mode = texture
FX amount = 0
Make sure the 'starts invisible' flag is NOT checked. (The player will not see the wall because of the properties you set for it, but the wall is still there blocking the grunt's AI.)
Then place the gun in your map.
Set the guns 'Target' property to the name of the func_wall_toggle. This will cause the wall to go away when the gun is picked up. That should be all you need to do. The grunt will always turn to face the player, but will not attack until the player picks up the gun. BTW I liked goldeneye too.
Posted 20 years ago2003-05-13 16:17:41 UTC Post #761
Thanks Slayer. BTW, mods such as Sven Coop have an evil barney, would this be possible on a map without using a SDK? You've been a great help, I can't believe I just stumbled across this website.
Posted 20 years ago2003-05-13 19:45:26 UTC Post #762
I'm glad I could help. I was lucky enough to stumble across this site also, and my mapping has really improved after finding it. I'll have to leave your 'evil barney' question to someone more knowledgable though. I'll be interested to see if someone has the answer.
Posted 20 years ago2004-01-04 14:55:07 UTC Post #10549
You can create evil barneys with spirit and opposing force. Spirit allows you to change who's side they're on and how they react towards you. In opfor, set him to be suspicious. For some reason, the suspicious property does nothing to otis and cl_suit scis. And with normal scis, they just stand there doing nothing.
Posted 20 years ago2004-01-04 15:43:10 UTC Post #10573
I think that evil barneys without coding or mods - go back to andy's post -->
Posted 20 years ago2004-01-04 15:43:18 UTC Post #10577
spirit also has an ent u can trigger 2 change his side n stuff. like pick up gun triggers ent which changes barneys "reaction to player" from "normal" to "enemy"
Posted 20 years ago2004-01-04 17:07:36 UTC Post #10585
Oh yeah. Env_customise I think. But ms, this thread is ancient.
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