Difference between revisions of "Npc zombie prone"

From Valve Developer Community
Jump to: navigation, search
(See Also)
Line 35: Line 35:
 
===See Also===
 
===See Also===
 
* The [[npc_zombie_slump]] prefab - a prefab with the zombie starting out in a sitting pose.
 
* The [[npc_zombie_slump]] prefab - a prefab with the zombie starting out in a sitting pose.
 
+
* External, custom scene for [http://www.sdknuts.net/akg/tutorials/wiseSeq.asp Slump Rise]
 
[[Category:Prefabs]]
 
[[Category:Prefabs]]

Revision as of 00:24, 4 January 2008

Template:Wrongtitle

An npc_zombie_prone prefab.

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 and start 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
Entity-output-icon.png OnDamaged npc_zombie_prone_1_stand_trigger Kill 0.00 Yes
Entity-output-icon.png OnDamaged npc_zombie_prone_1_ss BeginSequence 0.00 Yes
Entity-output-icon.png 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
Entity-output-icon.png OnTrigger npc_zombie_prone_1_ss BeginSequence 0.00 Yes


See Also