NPC questions
Quote from Katloverr on March 1, 2014, 9:15 pmThere's probably a tutorial for this someplace, and if there is could someone please direct me to it... I'm looking to (possibly) create a new skin for (or use an existing one of) a personality core, attach it to rails, make it move and speak, etc.
There's probably a tutorial for this someplace, and if there is could someone please direct me to it... I'm looking to (possibly) create a new skin for (or use an existing one of) a personality core, attach it to rails, make it move and speak, etc.

Quote from TeamSpen210 on March 13, 2014, 5:59 pmIt's sort of complex. This thread would be helpful for making a new skin. You'll need to have image editing software to edit the model skin.
For moving the core around, you'll need to parent the core model to a func_tank so it will look at the player, then parent that to a func_tracktrain.
Build it facing right (top 2d view), and send the SetTargetEntity input to the func_tank with an argument of "!player" to make the core look at the player (probably with a logic_auto, you can send other target names to make the core look at other important objects.)There's special sounds for the management rail. For the func_tracktrain, you'll want to setup some path_tracks, set the First Stop Target of the tracktrain to the starting position, and then you should be able to fire the MoveToPathNode input to make the core move to the path_track specified as a parameter.
It's sort of complex. This thread would be helpful for making a new skin. You'll need to have image editing software to edit the model skin.
For moving the core around, you'll need to parent the core model to a func_tank so it will look at the player, then parent that to a func_tracktrain.
Build it facing right (top 2d view), and send the SetTargetEntity input to the func_tank with an argument of "!player" to make the core look at the player (probably with a logic_auto, you can send other target names to make the core look at other important objects.)
There's special sounds for the management rail. For the func_tracktrain, you'll want to setup some path_tracks, set the First Stop Target of the tracktrain to the starting position, and then you should be able to fire the MoveToPathNode input to make the core move to the path_track specified as a parameter.
[spoiler]- BEE2 Addons | (BEE2)
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Quote from Katloverr on March 14, 2014, 7:47 pmTeamSpen210 wrote:It's sort of complex. This thread would be helpful for making a new skin. You'll need to have image editing software to edit the model skin.Thank you very much!
How would I get at the file to edit? would I simply extract the file w/ GFCScape from dir_01.vpk or someplace similar, edit it, then recompile it into a .bsp?
Thank you very much! How would I get at the file to edit? would I simply extract the file w/ GFCScape from dir_01.vpk or someplace similar, edit it, then recompile it into a .bsp?