05-15-2011, 02:12 AM
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05-15-2011, 02:25 AM
Pretty good demonstration.
But, to be honest, I can easily do that. :/
Just have a collide callback. :p
But, to be honest, I can easily do that. :/
Just have a collide callback. :p
Code:
void OnStart()
{
AddEntityCollideCallback("Monster", "Barrel", "Func01", true, 1);
}
void Func01(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke('Monster", true);
}
05-15-2011, 02:26 AM
(05-15-2011, 02:12 AM)Karai16 Wrote: [ -> ]Here it is! I've programmed a small map to see if you can 'kill' a monster! this is the result: Soviet Russia: Kill a monster
Instead of the monster vanishing, you could have it deactivate, then activate a grunt ragdoll by Bigzy where the grunt was.
Then of course, add some monster death sound to the event.
05-15-2011, 02:28 AM
I never said it was hard... it's just nobody has ever done it... which surprises me, to be fair...
05-15-2011, 02:30 AM
(05-15-2011, 02:26 AM)Russ Money Wrote: [ -> ]Instead of the monster vanishing, you could have it deactivate, then activate a grunt ragdoll by Bigzy where the grunt was.
Then of course, add some monster death sound to the event.
I could script it to where the player throws a knife at the monster causing the monster to be deactivated and then replaced with ragdoll then having a prop on prop connect with the knife in the ragdoll. Never tried it, but some day I will... :p
(05-15-2011, 02:28 AM)Karai16 Wrote: [ -> ]I never said it was hard... it's just nobody has ever done it... which surprises me, to be fair...
I actually seen people do it before. :p
05-15-2011, 03:32 AM
Nice video.
05-15-2011, 09:12 AM
Very nice!
I haven't seen it done before either, so yeah, good job there!
I haven't seen it done before either, so yeah, good job there!
05-15-2011, 09:43 AM
ferryadams was curious about the script so here you go: it's very simple, you make an AddEntityCollideCallback between the barrel and the monster:
Code:
void OnStart()
{
AddEntityCollideCallback("Barrel", "servant_grunt_1", "poof", true, 1);
}
void poof(string &in asParent , string &in asChild , int alState)
{
FadeEnemyToSmoke("servant_grunt_1", false);
}
05-15-2011, 03:40 PM
(05-15-2011, 09:43 AM)Karai16 Wrote: [ -> ]ferryadams was curious about the script so here you go: it's very simple, you make an AddEntityCollideCallback between the barrel and the monster:
Code:void OnStart()
{
AddEntityCollideCallback("Barrel", "servant_grunt_1", "poof", true, 1);
}
void poof(string &in asParent , string &in asChild , int alState)
{
FadeEnemyToSmoke("servant_grunt_1", false);
}
Wtf? Why are you posting almost exactly what I posted? What's the point?
05-15-2011, 03:42 PM
(05-15-2011, 03:40 PM)Kyle Wrote: [ -> ](05-15-2011, 09:43 AM)Karai16 Wrote: [ -> ]ferryadams was curious about the script so here you go: it's very simple, you make an AddEntityCollideCallback between the barrel and the monster:
Code:void OnStart()
{
AddEntityCollideCallback("Barrel", "servant_grunt_1", "poof", true, 1);
}
void poof(string &in asParent , string &in asChild , int alState)
{
FadeEnemyToSmoke("servant_grunt_1", false);
}
Wtf? Why are you posting almost exactly what I posted? What's the point?
Nevermind, forget I said anything.
I guess ferryadams just didn't read the other post /shrug
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