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How do I make a dead undead?


Fidcal

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Hmm, D3 zombies just gibbed into pieces, so they never had ragdolls. There are af files for them though, so it should be possible to make ragdoll entities.

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Which reminds me I think there is a suicide script. Yes, I might try that. Better than my plan to put in sleepers with acuities zero-ised. :)

 

The suicide script removes the entity completely. You want to use "$zombie.kill()" I guess :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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btw I've been trying a holy stim on a static nodraw brush inside the zombie with no effect at all. Why?

 

Who don't you just make a func_static which listens for a trigger? It should have the effect KILL entityname. Target that func_static upon map start. Dead simple, no scripting, works.

Clipper

-The mapper's best friend.

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I never thought of that - although the script is actually easier. How do you trigger the stim at map start? I seem to recall I had to put in a trigger_once in Heart to do that to show a message and even then the player had to move into it not start in it. So you need a brush trigger_once set up so it is certain the player will move into it. Then the func_static set up with the response. So two entities when really a single holy stim ought to kill an undead. I don't see that as easier. Anyway, the script is in place and it's only one line and it works.

 

There was some talk about a start trigger but I've forgotten if it was implemented. I just can't keep up with everything. :)

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There was some talk about a start trigger but I've forgotten if it was implemented. I just can't keep up with everything. :)

 

Nah, I think you are getting old just like us and tend to forget things: (insert grey-bearded smiley here) :blush:

 

http://wiki.thedarkmod.com/index.php?title=Ambient_Sounds%2C_a_zone_approach#Script_calls

 

The script call "call_one_on_entry" should be called at map start for the first zone (where the player starts in).

 

(Although it might be good idea to test that it A: still works and B: isn't triggered again when you f.i. reload a save game...) If that doesn't work as intended (e.g. it is under some circumstances called more than once, please file a bug tracker entry and I'll fix it.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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There was some talk about a start trigger but I've forgotten if it was implemented. I just can't keep up with everything. :)

 

If you give the worldspawn a target it should be targeted upon map start, if I remember correctly.

Clipper

-The mapper's best friend.

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That worldspawn target thing has not worked for a long time. The location entity thing: I think that needs a minimum of two entities plus a script anyway (although you were just answering my other academic question.)

 

There is trigger_timer of course. But I'm sure I would have tried that with Heart so maybe it only starts the timer when it gets triggered in the first place.

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That worldspawn target thing has not worked for a long time.

 

But I used it in knightons and I use it in my currect WIP. Works beautifully.

 

EDIT: wait a minute. Is that worldspawn targettingt thing somehow deprecated?

 

It worked in knightons, when I targetted the intro sneak in animation from the worldspawn.

 

I made just the same thing for my current WIP and I'm getting dead AI's. That's right. Some AI's die mysteriously when I have the intro anim rolling. If I disable it, the AI's live.

 

Utter confusion?:blink:

Clipper

-The mapper's best friend.

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  • 2 weeks later...

mmm... I just tested it with a light and it seems to work. I was sure it was no longer working over a year ago so I stopped using worldspawn to target stuff. Maybe it was broke for a while?

 

I think someone added some other method of doing it, and might have temporarily disabled the worldspawn target method. This happened a long time ago, don't remember well.

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