Talk:Npc combine s
- How exactly does the NPC find_enemies? How does it detect entities within its angles?
- ...Like any other NPC, a viewcone/squad mate's viewcones. --(Pd) 15:14, 27 July 2011 (PDT)
Shouldn't links to code definitions of entities link to C++ source files instead of header files? This page links to npc_combines.h instead of npc_combines.cpp --Tiny Desk Engineer (Talk Page) 14:42, 8 March 2023 (PST)
Contents
ThrowGrenadeAtTarget
The "ThrowGrenadeAtTarget" input doesn't seem to work. Is there something I'm doing wrong? --Darthkillyou 19:52, 23 Sep 2007 (PDT)
- How are you calling it?—ts2do 13:56, 25 Sep 2007 (PDT)
- I use a logic_relay (a logic_auto in my test maps) and I use an "OnTrigger" output to fire a "ThrowGrenadeAtTarget" input with a parameter of "throw_grenade_here_1" (which is the name of an info_target). I tried info_targets, npc_bullseyes and even citizens... it just doesn't seem to want to work. --Darthkillyou 16:25, 25 Sep 2007 (PDT)
- To help others who may have an issue with this: The grenade target must be within the viewcone of the npc_combine_s when the throwgrenadeattarget input is fired. The npc will not move towards or look for the target, it must be there at that time. If he finds the target after the input has been called, he may then throw the grenade, but only if the target is in plain sight from his perspective. This input is unusual (if not unique), in that it enables an npc to execute an attack on a non-npc.--Fitzroy doll 19:56, 14 February 2009 (UTC)
- I use a logic_relay (a logic_auto in my test maps) and I use an "OnTrigger" output to fire a "ThrowGrenadeAtTarget" input with a parameter of "throw_grenade_here_1" (which is the name of an info_target). I tried info_targets, npc_bullseyes and even citizens... it just doesn't seem to want to work. --Darthkillyou 16:25, 25 Sep 2007 (PDT)
Elite and Prison Models & Simple spawning
I am having trouble finding the models for the Combine Elite and Prison Guard models. I don't really know how to make the models in the Combine Soldier cheat. Anyone know how? -- User:Mega Sean 45
Could somebody please just say in a way that thick, new people who have never done this before, like me, how do you spawn a Nova Prospekt Prison Guard and an Overwatch Elite? I do not understand all of the techno crap. --Donovan-j-charlie 12:54, 18 Dec 2008 (PST)
- Since you both are asking the same question, I combined them to answer both of you at the same time. If you look here you notice that near the end of that section there is a 'model' key-value. So, if you want to create a Nova Prospekt or Elite combine, then change the model keyvalue to the value shown. Ediblespread 17:30, 29 March 2009 (UTC)
- I'm sorry. But, I tried the commands. Nothing happened. =( Is there some sort of order, I have to put them in, or something? --Mega Sean 45 02:59, 2 June 2009 (UTC)
- You should be selecting from a drop-down list... --TomEdwards 12:34, 2 June 2009 (UTC)
- What? --Mega Sean 45 20:50, 2 June 2009 (UTC)
- In Hammer, place a npc_combine_s, select it, press Alt+Enter, then select from the drop-down... But if you're spawning them in-game with the npc_create console command, you can't specify a type. --Campaignjunkie (talk)
- Well, that is bullcrap. Thanks for the help, though. --Mega Sean 45 22:24, 2 June 2009 (UTC)
- You should be selecting from a drop-down list... --TomEdwards 12:34, 2 June 2009 (UTC)
- I'm sorry. But, I tried the commands. Nothing happened. =( Is there some sort of order, I have to put them in, or something? --Mega Sean 45 02:59, 2 June 2009 (UTC)
Realistic patrolling?
Besides using 'Target Path Corner' and setting up two linked 'path_corner's, is there any way I can make NPCs of all nature (not just combine, but mostly for them) a custom set of instructions to perform when arriving at two points?
For example, say 'npc_combine_s' "Bobby" arrives at 'path_corner' "path2". "Bobby" should STOP, pause for three seconds, TURN AROUND, then continue to the linked 'path_corner' "path1". When "Bobby" arrives at 'path_corner' "path1", the SAME routine should be followed. This will be interrupted when the player is spotted, or some other trigger.
But using the generic "path_corner" patrol technique makes the npc walk backwards when near the next path, then stopping (without pausing, regardless of what setting you have the 'path_corner' set to) and continuing to the next path (if it were a linear/patrol setup like path1->path2->path1->path2->etc...).
Thanks in advanced. --Mattshu 02:03, 11 January 2011 (UTC)
- Try using two scripted sequences with 'walk' and setting the 'next scripted sequence' as the other, but for the delay, you'll need to add outputs to both:
- onfinishedsequence !self setnextscript [other sequence] delay: 3
- or something like that. --(Pd) 15:14, 27 July 2011 (PDT)
- Try using two scripted sequences with 'walk' and setting the 'next scripted sequence' as the other, but for the delay, you'll need to add outputs to both:
Model Changing
I found out you can paste in the path to a model and it will usually work, just like citizens/Alyx/Breen/Eli/Kleiner. Enjoy! --(Pd) 15:10, 27 July 2011 (PDT)
Hint grouping
I want to add a tip about how a hint-grouped combine soldier acts different than a normal one. Should I add that to the top description or should I mention it somewhere else?
Ai description
I've added a description of the ai, should I go into more detail or simplify it? -- Ihonnyboy