Base Actor: Difference between revisions

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Generic_Actors are used throughout Half-Life 2 in many places and areas.
A good example of using this entity would be Lamarr in Dr. Keliners laboratory.


== Generic Actors ==


Generic_Actors have a few key features that should be known;
The generic actor entity is like an AI with no purpose, not until you give it one.
They are commonly used for NPCs that you don't fully interact with, they can be considered "cheap" AI for cinematic purposes.




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== Notable Information ==


They are more effective than using a NPC character, they are neutral to everything (saves modifying [http://developer.valvesoftware.com/wiki/Relationships AI_Relationships]) and everyone.
They are neutral to everyone, which saves creating [http://developer.valvesoftware.com/wiki/Relationships AI_Relationships].


They die in one hit / shot.
They are killed in a single hit.


They can be ANY character (in the MODEL setting, just browse for what you want).
They are '''not''' armed by default, further editing may be required to equip them or add attachments.


They can NOT be armed with a weapon.
They can be ''any'' character.


They can talk using a logic_choreographed_scene.
They can be made to talk using the [http://developer.valvesoftware.com/wiki/Logic_choreographed_scene logic_choreographed_scene] entity.


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They can be made to move using the [http://developer.valvesoftware.com/wiki/Scripted_sequence scripted_sequence] entity.




==  Requirements for Usage ==


By Rasirez.
A good bit of [http://developer.valvesoftware.com/wiki/Scripted_sequence scripting] is necessary to use Generic Actors to their full extent, using a Scripted Sequence you may manipulate a number of settings, including: movement animations, action animations, how to move to it, whether to loop the set action or post idle animation and what should happen upon their deaths.
 
 
== Best methods of Use ==
 
See Above.
 
 
== Incomplete ==
 
To be completed... --[[User:Sithis|Sithis]] 10:48, 3 Apr 2008 (PDT)

Revision as of 10:48, 3 April 2008

Generic Actors

The generic actor entity is like an AI with no purpose, not until you give it one. They are commonly used for NPCs that you don't fully interact with, they can be considered "cheap" AI for cinematic purposes.


Notable Information

They are neutral to everyone, which saves creating AI_Relationships.

They are killed in a single hit.

They are not armed by default, further editing may be required to equip them or add attachments.

They can be any character.

They can be made to talk using the logic_choreographed_scene entity.

They can be made to move using the scripted_sequence entity.


Requirements for Usage

A good bit of scripting is necessary to use Generic Actors to their full extent, using a Scripted Sequence you may manipulate a number of settings, including: movement animations, action animations, how to move to it, whether to loop the set action or post idle animation and what should happen upon their deaths.


Best methods of Use

See Above.


Incomplete

To be completed... --Sithis 10:48, 3 Apr 2008 (PDT)