Npc zombie prone: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
Thunder4ik (talk | contribs) m (Unicodifying, replaced: External Links → External links, See Also → See also, [[Image: → [[File:) |
||
Line 1: | Line 1: | ||
{{DISPLAYTITLE:npc_zombie_prone}} | {{DISPLAYTITLE:npc_zombie_prone}} | ||
[[ | [[File:Prefab npc_zombie_prone.jpg|thumb|250px|right|An npc_zombie_prone prefab.]] | ||
A [[prefab]] located in the ''Prefabs HL2'' folder, containing a script setup that will handle a seemingly dead zombie rise from lying on the ground if the player approaches it. | A [[prefab]] located in the ''Prefabs HL2'' folder, containing a script setup that will handle a seemingly dead zombie rise from lying on the ground if the player approaches it. | ||
Line 33: | Line 33: | ||
==See | ==See also== | ||
* The [[npc_zombie_slump]] prefab - a prefab with the zombie starting out in a sitting pose. | * The [[npc_zombie_slump]] prefab - a prefab with the zombie starting out in a sitting pose. | ||
<!-- SDK nuts has closed. When (and if) these tutorials are ported onto the VDC, please link to them instead! | <!-- SDK nuts has closed. When (and if) these tutorials are ported onto the VDC, please link to them instead! | ||
==External | ==External links== | ||
* Custom scene for [http://www.sdknuts.net/akg/tutorials/wiseSeq.asp Slump Rise] | * Custom scene for [http://www.sdknuts.net/akg/tutorials/wiseSeq.asp Slump Rise] | ||
--> | --> | ||
[[Category:Prefabs]] | [[Category:Prefabs]] |
Latest revision as of 00:15, 7 January 2024
A prefab located in the Prefabs HL2 folder, containing a script setup that will handle a seemingly dead zombie rise from lying on the ground if the player approaches it.
This prefab contains the following:
- An npc_zombie NPC to be used.
- A scripted_sequence, with its Target NPC keyvalue set to the name of the zombie, that will animate the rise of the zombie.
- logic_relay entity that when triggered will kill the trigger and start the rising sequence
- A trigger_once brush that will trigger the relay.
Damaging the lying zombie will also trigger the sequence, but killing it will not.
The I/O traffic is a little more confusing than it has to be, so here is a simpler, optimized version that works just as well:
1. Delete the logic_relay.
2. Set up the Outputs of the npc_zombie like this:
My output | Target entity | Target input | Parameter | Delay | Only once | Comments | ||
![]() |
OnDamaged | npc_zombie_prone_1_stand_trigger | Kill | 0.00 | Yes | |||
![]() |
OnDamaged | npc_zombie_prone_1_ss | BeginSequence | 0.00 | Yes | |||
![]() |
OnDeath | npc_zombie_prone_1_ss | Kill | 0.00 | Yes | |||
3. Set up the Outputs of the trigger_once like this:
My output | Target entity | Target input | Parameter | Delay | Only once | Comments | ||
![]() |
OnTrigger | npc_zombie_prone_1_ss | BeginSequence | 0.00 | Yes | |||
See also
- The npc_zombie_slump prefab - a prefab with the zombie starting out in a sitting pose.