Npc zombie prone: Difference between revisions
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(The npc_zombie_prone prefab.) |
m (Removed a double link.) |
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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: | 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 | 1. Delete the logic_relay. | ||
2. Set up the Outputs of the npc_zombie like this: | 2. Set up the Outputs of the npc_zombie like this: |
Revision as of 15:36, 31 August 2006
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 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 | |||