This article relates to the game "Half-Life: Alyx". Click here for more information.
This article relates to the workshop tools for "Half-Life: Alyx". Click here for more information.
This article's documentation is for Source 2. Click here for more information.

Half-Life: Alyx Workshop Tools/Level Design/Blind Zombie

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Introduction

This tutorial will teach you how to add a Blind Zombie, also known as Jeff, to the map.

Setup

Create a test room. Insert a npc_zombie_blind entity. For this tutorial, set its name to jeff.

HLA SDK Blind Zombie Img1.png

Create a Navigation Mesh. The Blind Zombie should now be able to walk to any sound source it identifies.

Wandering around

For the Blind Zombie to be able to walk around, blindly, you must create a trigger_blind_zombie_wander_area filling the areas you want the zombie to walk around by his own. The Blind Zombie will now be able to walk around this area without identifying any sound sources.

HLA SDK Blind Zombie Img2.png

Wandering to a specific point

Insert a point_zombie_noise_generator point entity. For this tutorial, set its name to sound_source. You can make the Blind Zombie wander to that specific point with a logic_relay or similar entity with the following output:

My Output Target Entity Target Input Parameter Delay
<output> sound_source WanderTo 0.00

Hearing a noise at a specific point

Insert a point_zombie_noise_generator point entity. For this tutorial, set its name to sound_source. You can make the Blind Zombie charge to that specific point with a logic_relay or similar entity with the following output:

My Output Target Entity Target Input Parameter Delay
<output> sound_source GenerateNoise 0.00

Making the Blind Zombie fling

For some reason, you may want to make the Blind Zombie instantly fling at something. You can do that with a logic_relay or similar entity with the following output:

My Output Target Entity Target Input Parameter Delay
<output> jeff SetFling 1 0.00

Killing the Blind Zombie

The Blind Zombie, by default, is invulnerable and won't get killed by standard ways. You can kill the Blind Zombie with a logic_relay or similar entity with the following output:

My Output Target Entity Target Input Parameter Delay
<output> jeff BecomeRagdoll 0.00

Finishing up

Compile and run your map, and you should have a working Blind Zombie, with sounds and AI.

HLA SDK Blind Zombie Img3.png