Tutorials
Masked Barney
This tutorial is for anyone who wants Barney to wear his helmet but couldn’t figure out how. This is good for when you want a Metrocop to have more animation options but don’t want to or can’t decompile/compile models.
Entities you’ll need:
- Npc_barney
- Point_template
- Logic_relay
- 2-Dynamic_props
- Trigger
- Logic_auto

Place npc_barney in your map with default settings and name him barney. Now place two prop_dynamic's near barney. In the properties for one prop_dynamic click World Model and select the faceplate, then name it helmetfaceplate. Now in the properties for the other prop_dynamic click World Model and select the helmet, then name it helmetBack. That’s it for the models you will need.
Place a logic_relay in the map and name it logic_barney_init. In the Outputs tab you will add four triggers as follows:
OnTrigger – helmetBack – SetParent – barney - 0.00 OnTrigger - helmetfaceplate - SetParent - barney - 0.00 OnTrigger – helmetfaceplate – SetParentAttachment - helmet_attachment - 0.10 OnTrigger - helmetBack - SetParentAttachment - helmet_attachment - 0.10

Now place a point_template in the map and name it barney_template. In the properties under Class Info set Template 1 to barney. In the Outputs tab you will add:
OnEntitySpawned - logic_barney_init – Trigger - 0.00

Place a logic_auto in the map and in the Outputs tab add:
OnMapSpawn - logic_barney_init – Trigger - 0.00

Almost done, select the block tool with a trigger texture and place it in the map, I made mine around the feet of the info_player_start. Click toEntity and set it to trigger_once. In the Outputs tab add:
OnTrigger - barney_template – ForceSpawn - 0.00

And there you have it, Barney pops up with his combine helmet on and no one has to look at his ugly face. I hope this helps anyone out there who wanted to know this. Use it in good health.
- Horyo
