Scripted_sequence In Ns For Model ?

Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
<div class="IPBDescription">non player models like machines</div> I was just reading a tutorial on monster_generic by vlatitude and it mentioning usages of scripted_sequence to animate non player model objects.

Can this be used into NS ?

ex :

The yellow robot carrier in the HL intro sequence. It would be interesting to see it in an NS map where out of reach, it would walk around and do some type of work. Could that be done in NS 1.X ?

Comments

  • LinkLink Join Date: 2002-10-16 Member: 1510Members
    To the best of my knowledge (Limited) this should actually be completey possible, simply by map makers implementing these models into thier maps and having someone script them (Or script them themselves) so if someone creates the model, and someone else sticks them in thier map, and finally, someone else scripts them, then it should be possible in any version of NS.


    Que a mod to tell me I'm wrong <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    It's possible.
    If the model has a basic "run" or "walk" and "idle" animation in it, you can target it with a scripted_sequence and make him move easily.
    But i don't think the default mechanical walker model from HL would look good in ns..
  • Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
    The mechanical walker model from HL was only an example to understand better what I meant.

    I was thinking about maybe doing my own models.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    ah well.. ok then.
    Just remember, youll need to animate it so that it has at least a RUN, IDLE and WALK animation.

    In the scripted_sequences, you have to TARGET the monster_generic (your model) and give it an animation to do...

    BUT, the model will perform it's animation WHERE the scripted_sequence entity IS LOCATED in the map.
    AND, it will reach that entity by either running or walking (or instantaneous.. but it looks weird) , which you can select in one of the properties of the entity.

    Be sure NOT to use AIscripted sequence, as they are only meants for monsters with AI like grunts and barneys and such.
Sign In or Register to comment.