Npc gman overwatch: Difference between revisions
Thunder4ik (talk | contribs) m (→top: Unicodifying, replaced: [[Image: → [[File:) |
m (Added template) |
||
Line 1: | Line 1: | ||
{{DISPLAYTITLE:npc_gman_overwatch}} | {{DISPLAYTITLE:npc_gman_overwatch}} | ||
{{cleanup|formatting}} | |||
[[File:Prefab npc_gman_overwatch.jpg|thumb|250px|right|An npc_gman_overwatch prefab.]] | [[File:Prefab npc_gman_overwatch.jpg|thumb|250px|right|An npc_gman_overwatch prefab.]] | ||
Line 13: | Line 13: | ||
* An [[info_target]] entity that will serve as the destination that the G-man will walk to as he makes his exit. | * An [[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''.}} | |||
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]] |
Revision as of 15:31, 1 April 2024

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.