Tutorials

Father Grigori



I think that Father Grigori is one of the coolest NPCs in the entire game, but he is also underused. Granted, he takes a bit of work to get him to work just like in Half-Life 2, but I decided to put together precisely how to get him working, and some tips on how to make him look his best!

Step One
First of all, you'll need a place for Father Grigori to exist in and for your whole sequence to happen! A few things you should keep in mind when creating this place, are that Father Grigori generally appears in high places, like on top of a large wall or a roof top. In my case, he'll start on a big wall. Make sure you texture all the parts the player won't see with nodraw! You may want to start the player with a suit, also. At this point, your map should look something like this!

news post image

Step Two
Now we need to place Grigori himself! Place an npc_monk up on his perch, wherever that may be. Check the npc_monk's "long visibility/shoot" flag, otherwise he is incredibly blind to anything over about 20 feet away, and then give him a name. I named my npc_monk Grigori. next, place an aiscripted_schedule somewhere in the map. Give it a name of GrigoriSchedule or something like that. Set its target npc to "Grigori" or whatever you named your monk, its "schedule to run" to walk to goal entity, its "interruptability" to damage or death, its "ai state to set" to idle and its "Goal entity" to Grigori_gohere. Next, setup a path_corner back behind Grigori, so that if Grigori stood there the player could not see him. Name it Grigori_gohere.

Step Three
Now, place a logic_choreographed_scene somewhere in your map. Name it something like Grigori_scene, set it's "scene file" to scenes/ravenholm/cartrap_scene.vcd , "target one" to Grigori or whatever you named your monk, and "if actor is talking" to wait for actor to finish. Next, go to the outputs and add one.

My Output Named: OnCompletion

Target Entities Named: GrigoriSchedule

Via This Input: Start Schedule

Step Four
Now add an npc_zombie and some info_nodes around the player. It should look like this now!

news post image
I'd recommend adding a trigger_once around the player, with these outputs.

My Output Named: OnStartTouch

Target Entities Named: Grigori

Via This Input: Perfect Accuracy On
This will make sure he kills the zombie quickly, but it is optional. Now, Make sure the zombie is facing the player, and add this output.

My Output Named: OnDeath

Target Entities Named: Grigori_Scene

Via This Input: Start

Once the zombie is shot by Grigori, he should introduce himself and then walk off where you can't see him. I recommend placing a trigger_remove around the area he walks to with only the NPCs flag checked, so that he disappears after walking away. Also, try different scenes and see if you can fit him into another spot in your map. Compile your map and test out your scene!

Here are some tips on using Grigori well.
-If he is enacting a scene like this one, he looks his best when on top of a building where he can walk somewhere unseen to disappear with an air of mystery.

-Try to remove the Grigori used after he has completed his scene!

-Grigori has VERY poor vision, so make sure to check his "long visibility/shoot" box if he is ontop of a building, otherwise he may not see the zombies.

-Make use of the multiple ways the scene can be triggered.

-Try to draw attention to Grigori with sounds or small scenes, such as when he says "come closer."

-Try to make sure he appears realistically, for example: If he appears at the start of the map, and the player goes a few alleys over, then you should probably make sure he either walks in from the direction he was in or doesn't appear:Grigori is quick, but he can't teleport!

news post image

VMF Download Click here

HeadCrab

View comments ( 4 )

Back to top