Scripting stuff Created 19 years ago2005-01-25 19:09:17 UTC by Snpbond Snpbond

Created 19 years ago2005-01-25 19:09:17 UTC by Snpbond Snpbond

Posted 19 years ago2005-01-25 19:09:17 UTC Post #85758
Im starting some scripting on my half life 1 maps, getting ready to make half life 2 maps. I can script pretty well but my question is how do I make stuff access denied for the player but not when the npc's use it. Like in half life 1 before you go in the test chamber. You cant use the retinal scanners but the npc's can. Also, how can you make it so when the npc's use the scanners the scanners will light up? Or does it do that automatically? Thanks in advance.
Posted 19 years ago2005-01-25 19:50:24 UTC Post #85760
The NPC's don't accually use the scanners, it just looks like they do. Really, if the door starts locked then it needs to be triggered in order to open.

I think this contains what you are looking for:
http://twhl.co.za/tutorial.php?id=53
Posted 19 years ago2005-01-25 21:06:28 UTC Post #85783
This is the wrong forum section, BTW. :)
Luke LukeLuke
Posted 19 years ago2005-01-26 14:12:42 UTC Post #85876
ok, so if the door is locked then the scanners need to be used. How can I lock the scanners so they cant be used by the player?
Posted 19 years ago2005-01-26 14:17:49 UTC Post #85877
It sounds like you are mistaking the logic of how NPC's open doors. The door itself will only be opened by a trigger of some kind (probably a multimanager). What you will need to do is place another trigger that the player will activate (hitting a button, walking within a certain proximity of the door, it's up to you), which then calls your multimanager which plays the scripted sequence of the barney walking up to the retinal scanner, plays the desired animation, which then in turn triggers the door.
Posted 19 years ago2005-01-26 15:20:50 UTC Post #85913
yes, Ive got it so the npcs open the door for me, using scripts and multimanagers. I want it so that the scanners they use, cant be used by the player to open the door.
Posted 19 years ago2005-01-26 17:53:49 UTC Post #85948
just make the scanners a func_button set to trigger the door, and make sure the player can use it (i think its a flag or something).
Posted 19 years ago2005-01-26 18:38:45 UTC Post #85959
Here it is retinal scanner example map: ;)

http://twhl.co.za/mapvault_map.php?id=1027
Posted 19 years ago2005-01-26 21:26:18 UTC Post #86000
Saco ill check that out. Ministeve, that would allow the player to use the scanner too right? I want it so that when he uses it it says access denied. Like in Half life 1 before you go into the test chamber. The scanners wont accept you but they will the scientists. Another example is in half life 2 before you get teleported, you cant use the scanner but the npc can.

This map is for half life 1 but Ill be doing a half life 2 one also, Im just practicing with Half life 1 before I get the hl2 sdk.
Posted 19 years ago2005-01-26 21:38:35 UTC Post #86002
Ok, I looked at soco's post and downloaded that map. I figured out what I was doing wrong. Thanks guys! :D
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