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This article relates to the workshop tools for "Half-Life: Alyx". Click here for more information.
This article's documentation is for Source 2. Click here for more information.

Difference between revisions of "Half-Life: Alyx Workshop Tools/Level Design/Blind Zombie"

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== Setup ==
 
== Setup ==
  
Create a test room. Insert a '''npc_zombie_blind''' entity. For this tutorial, set its ''name'' to ''jeff''.
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Create a test room. Insert a '''[[npc_zombie_blind]]''' entity. For this tutorial, set its ''name'' to ''jeff''.
  
 
[[File:HLA_SDK_Blind_Zombie_Img1.png]]
 
[[File:HLA_SDK_Blind_Zombie_Img1.png]]
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== Wandering around ==
 
== Wandering around ==
  
For the Blind Zombie to be able to walk around, blindly, you must create a '''trigger_blind_zombie_wander_area''' filling the areas you want the zombie to walk around by his own. The Blind Zombie will now be able to walk around this area without identifying any sound sources.
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For the Blind Zombie to be able to walk around, blindly, you must create a '''[[trigger_blind_zombie_wander_area]]''' filling the areas you want the zombie to walk around by his own. The Blind Zombie will now be able to walk around this area without identifying any sound sources.
  
 
[[File:HLA_SDK_Blind_Zombie_Img2.png]]
 
[[File:HLA_SDK_Blind_Zombie_Img2.png]]
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== Wandering to a specific point ==
 
== Wandering to a specific point ==
  
Insert a '''point_zombie_noise_generator''' point entity. For this tutorial, set its ''name'' to ''sound_source''. You can make the Blind Zombie wander to that specific point with a '''logic_relay''' or similar entity with the following output:
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Insert a '''[[point_zombie_noise_generator]]''' point entity. For this tutorial, set its ''name'' to ''sound_source''. You can make the Blind Zombie wander to that specific point with a '''[[logic_relay]]''' or similar entity with the following output:
  
 
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== Hearing a noise at a specific point ==
 
== Hearing a noise at a specific point ==
  
Insert a '''point_zombie_noise_generator''' point entity. For this tutorial, set its ''name'' to ''sound_source''. You can make the Blind Zombie charge to that specific point with a '''logic_relay''' or similar entity with the following output:
+
Insert a '''[[point_zombie_noise_generator]]''' point entity. For this tutorial, set its ''name'' to ''sound_source''. You can make the Blind Zombie charge to that specific point with a '''[[logic_relay]]''' or similar entity with the following output:
  
 
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== Making the Blind Zombie fling ==
 
== Making the Blind Zombie fling ==
  
For some reason, you may want to make the Blind Zombie instantly fling at something. You can do that with a '''logic_relay''' or similar entity with the following output:
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For some reason, you may want to make the Blind Zombie instantly fling at something. You can do that with a '''[[logic_relay]]''' or similar entity with the following output:
  
 
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== Killing the Blind Zombie ==
 
== Killing the Blind Zombie ==
  
The Blind Zombie, by default, is invulnerable and won't get killed by standard ways. You can kill the Blind Zombie with a '''logic_relay''' or similar entity with the following output:
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The Blind Zombie, by default, is invulnerable and won't get killed by standard ways. You can kill the Blind Zombie with a '''[[logic_relay]]''' or similar entity with the following output:
  
 
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Latest revision as of 01:27, 21 July 2020

Introduction

This tutorial will teach you how to add a Blind Zombie, also known as Jeff, to the map.

Setup

Create a test room. Insert a npc_zombie_blind entity. For this tutorial, set its name to jeff.

HLA SDK Blind Zombie Img1.png

Create a Navigation Mesh. The Blind Zombie should now be able to walk to any sound source it identifies.

Wandering around

For the Blind Zombie to be able to walk around, blindly, you must create a trigger_blind_zombie_wander_area filling the areas you want the zombie to walk around by his own. The Blind Zombie will now be able to walk around this area without identifying any sound sources.

HLA SDK Blind Zombie Img2.png

Wandering to a specific point

Insert a point_zombie_noise_generator point entity. For this tutorial, set its name to sound_source. You can make the Blind Zombie wander to that specific point with a logic_relay or similar entity with the following output:

My Output Target Entity Target Input Parameter Delay
<output> sound_source WanderTo 0.00

Hearing a noise at a specific point

Insert a point_zombie_noise_generator point entity. For this tutorial, set its name to sound_source. You can make the Blind Zombie charge to that specific point with a logic_relay or similar entity with the following output:

My Output Target Entity Target Input Parameter Delay
<output> sound_source GenerateNoise 0.00

Making the Blind Zombie fling

For some reason, you may want to make the Blind Zombie instantly fling at something. You can do that with a logic_relay or similar entity with the following output:

My Output Target Entity Target Input Parameter Delay
<output> jeff SetFling 1 0.00

Killing the Blind Zombie

The Blind Zombie, by default, is invulnerable and won't get killed by standard ways. You can kill the Blind Zombie with a logic_relay or similar entity with the following output:

My Output Target Entity Target Input Parameter Delay
<output> jeff BecomeRagdoll 0.00

Finishing up

Compile and run your map, and you should have a working Blind Zombie, with sounds and AI.

HLA SDK Blind Zombie Img3.png