Any suggestions for this senario.

Need Help? The Day isnt going so well on the Mapping front?
fug4life
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Any suggestions for this senario.

Post by fug4life »

OK, I'm fairly n00b and not sure how to go about this.

I have a room with 4 npc's, I want when they are all killed by player/squad for a func_breakable piece of glass (that is at the time unbreakable) to shatter completely. where I have more npc's sleeping/waiting behind the glass, that will then proceed to attack.

Or alternatively when the player ventures so far into the room he passes a trigger that sets of the glass to break.

I'd prefer the first method if possible.

The 4 npc's intially in the room are agrunt's the npc's behind the glass are stalkers.

Any ideas/suggestions on how to achieve this....?
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Post by skidz »

If you have four NPCs then you need a math_counter.
First you set all npcs OnDeath to increment the math_counter. Have the math counters max set to 4, and have it break the glass when it reaches it. Or you could just use an npc_maker and have it break the glass when all npcs are dead. You will probably have to use the math_counter unless you want all npcs spawning in the same place in which case the npc_maker will do just fine.
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Post by Barnz »

Actually he doesn't need a math_counter...you know, some of the old tricks from HL1 are still working on Source Engine. :wink:
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Post by skidz »

Barnz wrote:Actually he doesn't need a math_counter...you know, some of the old tricks from HL1 are still working on Source Engine. :wink:
I cant remember how I would have done it in HL1. :cry:
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Post by Barnz »

I think old entites like multi_manager are still in Half-Life, right? Valve kept some part of the original code for Half-Life: Source.
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Post by skidz »

We had to add them to obsidian manually for the hl source maps.
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Post by Barnz »

You win!
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Post by [JSC][GU]PREDATOR »

fragged131 wrote:
[JSC][GU]PREDATOR wrote:
Kijiki wrote:Lol :gtfo_portal: :spam!:
Most of your posts are in threads made about 3 months ago, if thats not spam then i don't know what it is.
Virtual-BitchSlap!
I thought i was doing you a favour. :(
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Post by fragged131 »

[JSC][GU]PREDATOR wrote:
fragged131 wrote:
[JSC][GU]PREDATOR wrote:
Kijiki wrote:Lol :gtfo_portal: :spam!:
Most of your posts are in threads made about 3 months ago, if thats not spam then i don't know what it is.
Virtual-BitchSlap!
I thought i was doing you a favour. :(
I meant to say that you bitch slapped him.
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Post by [JSC][GU]PREDATOR »

fragged131 wrote:
[JSC][GU]PREDATOR wrote:
fragged131 wrote:
[JSC][GU]PREDATOR wrote:
Kijiki wrote:Lol :gtfo_portal: :spam!:
Most of your posts are in threads made about 3 months ago, if thats not spam then i don't know what it is.
Virtual-BitchSlap!
I thought i was doing you a favour. :(
I meant to say that you bitch slapped him.
yay then
fug4life
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Post by fug4life »

whats all this got to do with the price of fish?

btw thanks skidz math counter works and the glass breaks! I'm just fiddling with the stalkers behind the glass then on to the next idea! :)
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Post by skidz »

The stalkers arnt that aggressive atm because of the episode 1 code. Their animations are also very slow. I would love the old beta stalkers in Obsidian. Anyone have an old beta stalker model?
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Post by Mr. Someguy »

skidz wrote:The stalkers arnt that aggressive atm because of the episode 1 code. Their animations are also very slow. I would love the old beta stalkers in Obsidian. Anyone have an old beta stalker model?
I have one from MI and one from the leak (they look the same though)
Last edited by Mr. Someguy on Sun Dec 24, 2006 4:41 pm, edited 1 time in total.
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Post by puppet master »

text
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Post by Mr. Someguy »

The MI stalker is already decompiled and ported to HL2s engine, and its animations work on the current stalker, at least, they do for me.
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