Npc gman overwatch: Difference between revisions

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(The npc_gman_overwatch prefab.)
 
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* 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.


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''.
<div style="padding:3px 3px 3px 15px;margin:2px;">http://developer.valvesoftware.com/w/images/7/7d/Bug.png '''<span style="color:#b03434;">Bug:</span>'''
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''.</div>


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 00:51, 3 November 2008

Template:Wrongtitle

An npc_gman_overwatch prefab.

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.
http://developer.valvesoftware.com/w/images/7/7d/Bug.png 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.

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.