Rappelling Combine

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Postby Kodox on Sun Aug 20, 2006 1:09 am

... :?
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Postby Kodox on Sun Aug 20, 2006 11:29 pm

ok my soldiers are just walking around the cieling now and they aren't...HEY I JUST FIGURED IT OUT! :D
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Postby Kodox on Mon Aug 21, 2006 11:17 pm

Wait no i didnt now one does it but the rest dont ARG!!!!!!
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Postby k-dawg on Thu Aug 16, 2007 5:46 am

ok i swear there was a tut on how to make a combine sold. i use npc_combine_s ... ... .. and there are like a million modles inside the tab... :shock: i am so freaking lost... can some one help me please? i am a compleet noob for HL2 as you can see from my name :-D

thanks
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Postby Garrador on Thu Aug 16, 2007 9:09 am

has anyone made a tut on how to make them rappel with
"running to point, doing the 'tie rope' anim, turn around, rappel down, release rope and fight" ??? :P

If not, I can make it =)
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Postby Mr. Happy on Thu Aug 16, 2007 9:11 am

You mean the new EP1 style rappels?

@k-dawg just pop in the npc_combine_s. the model tab is used to set animations for specific purposes, like in this tutorial
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Postby Garrador on Thu Aug 16, 2007 9:31 am

yeah I do :P
You click on Build or type
make (or some equivalent), and you are astonished, then mortified, as you realize that the whole world is being
recompiled and relinked!
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Postby k-dawg on Sun Aug 19, 2007 1:39 am

Ohhh ok, so i have to make npc_nodes to make them run from point to point? then at the node set anim.. well that seems easy... ok thanks again for the help happs
waisted menkey wrote:i do however appreciate your efforts at telling me how wrong i am and how right you are. that's awesome!
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Postby Haberdasher on Mon Oct 29, 2007 5:49 am

I would like to see a tut for that. It would also be cool to have a tut for rappelling out of a dropship like in Episode 2.



Garrador wrote:has anyone made a tut on how to make them rappel with
"running to point, doing the 'tie rope' anim, turn around, rappel down, release rope and fight" ??? :P

If not, I can make it =)
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Postby RC-1290 on Sun Dec 16, 2007 11:40 am

So how does the lost coast/episode 1 rappel exactly work?

[Edit] Using a scripted sequence, my dude rappels through the floor... without a rope.
[Second edit, a long time later, after looking into it again]
it's indeed achieved using a scripted sequence. A normal rope is created and the soldier is set to be the parent for the rope. At the end of the sequence, the rope is broken.
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Re: Rappelling Combine

Postby PROTOTYPE145 on Wed Oct 21, 2009 11:04 pm

What I'm trying to do is make a dark room, then when the player hits a trigger, there's an explosion in the roof which creates a hole where the soldier rappels down. What I wondering about though is how would I make it so when I have an environment light above the roof, and the hole in the roof appears, that the light will spill in or simply come in the room. I've tried block light tool, and it just disables the light even after I made a disable output for it. And with out it, the light is in the room even with the roof still intact. Does anybody have any ideas?
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Re: Rappelling Combine

Postby Corigami on Wed Oct 21, 2009 11:09 pm

Light in the source engine is not dynamic. It's not possible without using the special projected_texture entity, and that is loaded with limitations.

Also, next time you have a question post it in the level design help forum. This section probably won't be checked.
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Re: Rappelling Combine

Postby RC-1290 on Wed Oct 28, 2009 11:49 pm

Source does support lights to be flickering, if I recall correctly , which saves multiple version of the light. You might be able to use that. Or dynamic lights?
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