Alien Warp-in Effect + 16 presets for 3 different monster sizes

Half-Life HL
Alien Warp-in Effect + 16 presets for 3 different monster sizes by The Mad Carrot
Posted 19 years ago2005-06-23 08:06:21 UTC • Examples • Half-Life
Loading...
Screenshot Thumbnail
Screenshot Thumbnail
Name
Alien Warp-in Effect + 16 presets for 3 different monster sizes
By
The Mad Carrot The Mad Carrot
Type
Prefab
Engine
Goldsource
Game
Half-Life
Category
Examples
Included
Prefab
Created
19 years ago2005-06-23 08:06:21 UTC
Updated
1 year ago2022-12-15 21:48:07 UTC
Views
6695
Downloads
1560
Comments
11
Download (60.52kb)

This is the alien warp-in effect we've seen so much in Half-Life, it's official expansion packs and of course many mods as well.

In the zip file you'll find the following:

alien_warpin_effect.jmf & alien_warpin_effect.map for non-Jack users

Both of these files contain three alien warp-in prefabs, one for each size of monster:
small, for small monsters such as headcrabs
medium, for medium sized monsters such as vortigaunts, houndeye, bullsquid
large, for large monsters such as the alien grunt

alien_warpin_effect.bsp

A playable bsp demonstrating the three different warpball sizes for the three different monster sizes.

alien_warpin_prefabs.jmf & alien_warpin_prefabs.map for non-Jack users

These files contain 16 preset alien warp-in prefabs for each of the three different monster sizes. All you need to do if you wish to have a monster warp in in your map, is open the jmf/.map in your editor, select the prefab of the desired monster size (note that all entities have been grouped) and then paste it into your working map. You may need to open up the monstermaker properties if you want to change which monster to spawn. By default, the small warp-in prefabs are set to spawn headcrabs, the medium sized warp-in prefabs are set to spawn vortigaunt and the large warp-in prefabs are set to spawn alien grunts.
Note that I've added a floor to the map, and you'll see that all monstermaker entities (except for the headcrab monstermakers) are placed exactly on top of the floor, that is, the monstermaker center origin point sits on top of the floor. This stops the spawned monster from falling, and instead will spawn on the floor without falling or getting stuck. If you do want the monster to fall down after it as spawned in, then of course place the prefab higher above the floor. Make sure you don't only move the monstermaker up, but every entity that makes up the prefab. Keep each individual warp-in prefab grouped and enable Ignore Groups (ig button in the top toolbar) if you wish to change entity properties.

To trigger the warp-in effect, target the multimanager.
Version history:

December 15, 2022
- Removed Hammer library file
- Now includes three different warpball sizes for three different monster sizes
- Now comes with 16 preset alien warp-in prefabs in three different sizes, for quick and easy copy and paste
- Removed useless dummy monstermaker entity

January 4, 2013
- Fixed dumb typo

March 11, 2012
- New and improved alien warp-in effect released

11 Comments

Commented 19 years ago2005-06-23 14:35:46 UTC Comment #7892
Thanks! A few little changes like light and a diffrent sprite and it will be exactly as I wanted it!!(So I'm going to change that a bit,okey)
Commented 19 years ago2005-06-23 16:20:37 UTC Comment #7895
Heh too bad I don't map for HL1 anymore as I have always wanted to make one of those...Never did got the hang of it!
Commented 19 years ago2005-06-23 20:16:28 UTC Comment #7896
Man it's even easier then I thought you don't nead an end to the beams!!!
Commented 19 years ago2005-06-24 05:28:27 UTC Comment #7900
Many thanks Muzzle i allways wanted to know how this is done :)
Commented 19 years ago2005-06-24 21:32:58 UTC Comment #7906
yay, thx :)
Commented 19 years ago2005-06-27 05:05:45 UTC Comment #7942
Wicked!And I was trying to place info_targets all over the place!thx,for saving my life.! ;)
Commented 19 years ago2005-07-01 06:16:51 UTC Comment #8004
So, if there is no beam targets, then, the beams can go anywhere? right? :S
Commented 19 years ago2005-07-12 22:29:39 UTC Comment #8104
Sick, I always wanted to feature this in my maps but could never figure out how it was done. It's actually a lot simpler than I thought!
Commented 19 years ago2005-07-23 15:33:21 UTC Comment #8238
But not everybody has spirit you know!
Commented 19 years ago2005-07-23 22:31:40 UTC Comment #8240
This also comes prefabricated with the SVEN Co-op FDG!
Commented 10 months ago2024-01-04 01:59:24 UTC Comment #105839
Edit: Never mind, I am now aware of my folly

You must log in to post a comment. You can login or register a new account.