Base Actor: Difference between revisions

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{{cleanup}}
The generic actor [[entity]] is like an [[AI]] with no purpose, not until you give it one.
{{pov}}
They are commonly used for [[NPC]]s that you don't fully interact with, they can be considered "cheap" AI for cinematic purposes.


generic_actor,
== Notable Information ==


They're used quite a bit in Half-Life 2, take Lamarr for example, she's just a normal headcrab right? Nope! there's no npc_lamarr and they didnt use a npc_headcrab - that's for sure! if you look at lamarr she has no teeth, but a normal headcrab? they do! they've used a generic_actor and selected a model and BAM, there's lamarr! when browsing for the model you want just type in lamarr and you'll get lamarr.mdl!
They are neutral to everyone, which saves creating [http://developer.valvesoftware.com/wiki/Relationships AI_Relationships].


all you need are some scripted_sequences, possibly a logic_choreographedscene here and there and voila! you've got an actor :P
They are killed in a single hit.
of course, a side note on logic_choreographedscene's, you'll need to browse through the sourcesounds.gcf with GCFScape which you can find on a search engine.
in order to find the right sounds, go through 'HL2 > Sound > VO' - you can find all your voice acting there, you may find the C17 ones in 'trainyard'.


They are '''not''' armed by default, further editing may be required to equip them or add attachments.


Enjoy,
They can be ''any'' character.
-Rasirez
 
They can be made to talk using the [http://developer.valvesoftware.com/wiki/Logic_choreographed_scene logic_choreographed_scene] entity.
 
They can be made to move using the [http://developer.valvesoftware.com/wiki/Scripted_sequence scripted_sequence] entity.
 
==  Requirements for Usage ==
 
A good bit of [[Scripted_sequence|scripting]] is necessary to use Generic Actors to their full extent, using a Scripted Sequence you may manipulate a number of settings, including: movement animations, action animations, how to move to it, whether to loop the set action or post idle animation and what should happen upon their deaths.
 
== Best methods of Use ==
 
[http://developer.valvesoftware.com/wiki/Base_Actor#Requirements_for_Usage See Above].
 
[[Category:AI]]

Latest revision as of 12:58, 24 May 2012

The generic actor entity is like an AI with no purpose, not until you give it one. They are commonly used for NPCs that you don't fully interact with, they can be considered "cheap" AI for cinematic purposes.

Notable Information

They are neutral to everyone, which saves creating AI_Relationships.

They are killed in a single hit.

They are not armed by default, further editing may be required to equip them or add attachments.

They can be any character.

They can be made to talk using the logic_choreographed_scene entity.

They can be made to move using the scripted_sequence entity.

Requirements for Usage

A good bit of scripting is necessary to use Generic Actors to their full extent, using a Scripted Sequence you may manipulate a number of settings, including: movement animations, action animations, how to move to it, whether to loop the set action or post idle animation and what should happen upon their deaths.

Best methods of Use

See Above.