User talk:JeffLane: Difference between revisions
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: 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. | : 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) | : 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) | ||
Something else i was wondering was the enity you use to make a brief cloud of smoke appear when the cannon of a strider hits something. And Thanks for the help on that one there.--[[User:MrTwoVideoCards|Gear]] 20:05, 11 Oct 2006 (PDT) |
Revision as of 20:05, 11 October 2006
Archives
Do NOT edit the archive(s)!
- 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)
Something else i was wondering was the enity you use to make a brief cloud of smoke appear when the cannon of a strider hits something. And Thanks for the help on that one there.--Gear 20:05, 11 Oct 2006 (PDT)