User talk:JeffLane: Difference between revisions
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Hey jeff i was wondering how you obtained that effect in EP1 where at the end of the game against that stirder with the agressive behavior. While the player is in a cargo container the strider uses its cannon to shoot at the container leaving a dent in it. Also how do you make static props fall or are they dynamic? like when gordon leaves Alyx at Black Mesa East due to the rublle that falls and causes Gordon to venture into Ravenholm. | Hey jeff i was wondering how you obtained that effect in EP1 where at the end of the game against that stirder with the agressive behavior. While the player is in a cargo container the strider uses its cannon to shoot at the container leaving a dent in it. Also how do you make static props fall or are they dynamic? like when gordon leaves Alyx at Black Mesa East due to the rublle that falls and causes Gordon to venture into Ravenholm. | ||
Thanks--[[User:MrTwoVideoCards|Gear]] 16:30, 11 Oct 2006 (PDT) | Thanks--[[User:MrTwoVideoCards|Gear]] 16:30, 11 Oct 2006 (PDT) | ||
: I did not work on that section of Episode One, but I'm guessing it was done with the '''SetCannonTarget''' input on the [[npc_strider]] and a simple model replacement by enabling and disabling two [[prop_dynamic]]s. | |||
: Falling debris that blocks a route is usually done with [[prop_dynamic]]s parented to a [[func_movelinear]] or [[func_door]], with other effects triggered at the same time, such as [[func_breakable]], [[env_ar2explosion]], [[env explosion]], [[ambient_generic]], etc. --[[User:JeffLane|JeffLane]] 17:23, 11 Oct 2006 (PDT) |
Revision as of 17:23, 11 October 2006
Archives
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- Archive 1 -- October 10th, 2006
Designing stuff
Hey jeff i was wondering how you obtained that effect in EP1 where at the end of the game against that stirder with the agressive behavior. While the player is in a cargo container the strider uses its cannon to shoot at the container leaving a dent in it. Also how do you make static props fall or are they dynamic? like when gordon leaves Alyx at Black Mesa East due to the rublle that falls and causes Gordon to venture into Ravenholm. Thanks--Gear 16:30, 11 Oct 2006 (PDT)
- I did not work on that section of Episode One, but I'm guessing it was done with the SetCannonTarget input on the npc_strider and a simple model replacement by enabling and disabling two prop_dynamics.
- Falling debris that blocks a route is usually done with prop_dynamics parented to a func_movelinear or func_door, with other effects triggered at the same time, such as func_breakable, env_ar2explosion, env explosion, ambient_generic, etc. --JeffLane 17:23, 11 Oct 2006 (PDT)