door1
. Also, set its Delay before close (wait) to -1
so it stays open.Usable Objects
prefab library (included with the editor). The bottom of the scanner should be 28 units
above the ground so that its at the right height to interact with barney's scripted_sequence animation. Once you've got it in your map, select it and press Alt+Enter to bring up its entity properties (it's a func_button). Set its Name (targetname) to something (for this example, I've used scanner1
).blip1
. Set the Path/filename.wav of WAV (message) to buttons/blip1.wav
. In the flags properties, set the Medium Radius, Starts Silent, and Is NOT Looped flags. Setup the ambient_generic over the door exactly the same but name it kachunk1
and set its Path/filename.wav of WAV (message) to buttons/button4.wav
.ss_retina1
. Set the Target Monster (m_iszEntity) to monster_barney
. Set the Action Animation (m_iszPlay) to retina
- this is the animation that will be played. Set Move to Position ( m_fMoveTo ) to Walk (1)
. When the scripted_sequence is activated, Barney will walk over to its location before performing the animation.hevyes
. Set the Sentence Name (sentence) to !BA_HEVYES
. The !
causes the sentence to be streamed in rather than stored in memory. The BA_HEVYES
calls the sentence "Go right on through sir, looks like you're in the barrel today." Set the Speaker Type (entity) to monster_barney
. Set the Listener Type (listener) to player
. This will make barney focus on the player as he speaks.opendoor1
(this will be the name of the multi_manager which we're also about to define.) The whole sequence of events will be triggered when the player walks into this trigger_multiple.opendoor1
. Turn off SmartEdit mode and add the following key/value pairs -
ss_retina
, 0 - This makes barney walk to the scripted_sequence spot and perform the retina animation.hevyes
, 0.5 - While he's walking to the script spot, he'll look over at the player and say his sentence.scanner1
, 2.5 - This activates the scanner which, being a func_button, changes its texture to the "in action" texture for a short time (3 seconds), then turns off.blip1
, 3.3 - This plays a blip sound.blip1
, 3.8 - This plays the blip sound again. (will appear as blip1#1)blip1
, 4 - Once more, the blip sound. (will appear as blip1#2)kachunk1
, 4.5 - Plays a final "kachunk" kind of sound.door1
, 5.5 - Finally, this opens the door.You must log in to post a comment. You can login or register a new account.