Npc gman overwatch: Difference between revisions
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* An {{ent|npc_gman}} NPC used as the actor. | * An {{ent|npc_gman}} NPC used as the actor. | ||
* A {{ent|logic_choreographed_scene | * A {{ent|logic_choreographed_scene}} entity that will make the G-man perform the sighting scene. | ||
* A {{ent|trigger_once}} brush that will make the G-man notice the player. | * A {{ent|trigger_once}} brush that will make the G-man notice the player. | ||
* A {{ent|trigger_look}} brush that will make the G-man turn and exit when the player enters it and looks at him for a second. | * A {{ent|trigger_look}} brush that will make the G-man turn and exit when the player enters it and looks at him for a second. | ||
* An {{ent|info_target}} entity that will serve as the destination that the G-man will walk to as he makes his exit. | * An {{ent|info_target}} entity that will serve as the destination that the G-man will walk to as he makes his exit. | ||
{{bug|This prefab will not work as it is. To fix it, you will have to open the properties of the trigger_look and change the value of its ''Look Target'' keyvalue from ''gman_zombies'' to ''gman_overwatch_1''.}} | {{bug|hidetested=1|This prefab will not work as it is. To fix it, you will have to open the properties of the trigger_look and change the value of its ''Look Target'' keyvalue from ''gman_zombies'' to ''gman_overwatch_1''.}} | ||
The trigger_once will trigger the beginning of the scene when the player enters it, making the G-man look at the player (because the player is specified in its ''Target 3'' keyvalue). The scene file will then send a ''Trigger1'' signal to the logic_choreographed_scene, which will make it pause itself. The G-man will therefore stand around looking at the player until the player enters the trigger_look while looking at the G-man for a second. This will send a signal to the logic_choreographed_scene to resume the scene with the G-man doing his exit. After he has reached the info_target exit destination, the G-man will be removed. | The trigger_once will trigger the beginning of the scene when the player enters it, making the G-man look at the player (because the player is specified in its ''Target 3'' keyvalue). The scene file will then send a ''Trigger1'' signal to the logic_choreographed_scene, which will make it pause itself. The G-man will therefore stand around looking at the player until the player enters the trigger_look while looking at the G-man for a second. This will send a signal to the logic_choreographed_scene to resume the scene with the G-man doing his exit. After he has reached the info_target exit destination, the G-man will be removed. | ||
[[Category:Prefabs]] | [[Category:Prefabs]] |
Latest revision as of 07:13, 20 May 2025

A prefab located in the Prefabs HL2 folder, containing a script setup that will show a so-called "G-man sighting".
This prefab contains the following:
- An npc_gman NPC used as the actor.
- A logic_choreographed_scene entity that will make the G-man perform the sighting scene.
- A trigger_once brush that will make the G-man notice the player.
- A trigger_look brush that will make the G-man turn and exit when the player enters it and looks at him for a second.
- An info_target entity that will serve as the destination that the G-man will walk to as he makes his exit.

The trigger_once will trigger the beginning of the scene when the player enters it, making the G-man look at the player (because the player is specified in its Target 3 keyvalue). The scene file will then send a Trigger1 signal to the logic_choreographed_scene, which will make it pause itself. The G-man will therefore stand around looking at the player until the player enters the trigger_look while looking at the G-man for a second. This will send a signal to the logic_choreographed_scene to resume the scene with the G-man doing his exit. After he has reached the info_target exit destination, the G-man will be removed.