PS, sorry...forgot to note about the ambient_generic...make sure you set it up so that the target entity playing the chirp sound is the name of your weapon_grenade. That way, the player hears the chirp of the grenade as it falls right next to him.
To further tip off your player in this situation, you could make a sound of Combine chatter in the roof or something just before the grenade falls. But you might be doing something totally different so who knows. have fun anyways. ----- Original Message ----- From: Benjamin J Dunbar <[email protected]> Date: Saturday, August 29, 2009 6:48 pm Subject: Re: [hlmappers] frag To: Discussion of Half-Life Mapping <[email protected]> > You're not going to get what you want by using npc_frag_grenade, > I tried to spawn an npc_frag_grenade using an npc_template_maker > and it did not work. Let me explain what I went for and > tell me if it's what you want... > > I wanted to make a grenade drop from an opening in the roof to > surprise the player, like the Combine are in the vents or > something. So I first tried making an npc_frag_grenade > (which is the live grenade in-game when a character or player > throws a grenade from their stock). It didn't work. > So instead I did some sneaky mapping, try to pay > attention...this is a lot of work for a grenade to drop out of > the ceiling but it's cool so give it a chance. > > I placed a weapon_frag (the one you pick up) way up in the vent, > so that it will fall straight down into the hallway where the > player is. In the properties I set the spawnflag "Deny > player pick-up", so that the player can't pick up the grenade > for his stock. Name your grenade something like "nade1". > > I parented a few entities to the weapon_grenade that's up in the > vent. First, and env_explosion that's just outside the > model of the grenade. Set the grenade to deal out 125 > damage., and make the parent be "nade1" or whatever your grenade > is named. > > I also parented a env_sprite to the weapon_grenade. I made > it strobing slowly, I made it small in size, and I made it red > in color. That way it looks like a normal, blinking grenade. > > I also made an ambient_generic set to play the sound of a > grenade chirp. Not sure what the name is, you can search > for it. > > Finally, I made a point entity called point_template way up in > the vent right next to the whole grenade setup. If you > haven't named your weapon_grenade, your env_explosion, or your > env_sprite, name them all now. Then add their names to the > point_template list. Whenever you trigger the > point_template, the grenade, the explosion, the sprite, will all > spawn in the vent and drop from the ceiling. (Name your > point_template) > Down where the player is walking, make a trigger_once. > This will contain all your I/O statements. Here they > are. I'm using the name of the entity to describe the > entities, you must use the names you give them. > > OnTrigger > point_template > ForceSpawn > (none) > 0.0 > OnTrigger > ambient_generic > PlaySound > (none) > 1.0 > OnTrigger > ambient_generic > PlaySound > (none) > 2.0 > OnTrigger > ambient_generic > PlaySound > (none) > 3.0 > OnTrigger > ambient_generic > PlaySound > (none) > 4.0 > OnTrigger > env_explosion > Explode > (none) > 5.0 > OnTrigger > weapon_grenade > Kill > (none) > 5.1 > OnTrigger > env_sprite > Kill > (none) > 5.1 > > Make sure you blow up the explosion before you "kill" the > grenade. Because when you "kill" an entity with the I/O > system, everything parented to the entity also either dies, or > fails to activate in the future. > > Again, this is a long, long explanation of something that should > have been simpler...but it requires no coding at all. So > pick your poison, good luck, and have fun. And let us know > if you have problems. > > ----- Original Message ----- > From: gto5 <[email protected]> > Date: Saturday, August 29, 2009 3:50 pm > Subject: [hlmappers] frag > To: [email protected] > > > found it but it doesnt respawn and doesnt cause damage ?? need > > so help please thanks > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
