A quote from a random guy... "Well Im so PERFECT at the Source SDK and hammer yet I dont know how to use scripted_sequences! Have no fear! I will read this tut!"
Before we Begin you will need...
Source SDK
A Brain
PATIENCE
We are going to use a very basic example for this, a sleeping zombie up against a wall.
To Begin make a very basic map, a ground, a box or two and a skybox and walls.
Then spawn an entity and name it npc_zombie.
--------------------PROCEDURE------------------------
STEP I: Spawn another entity and change it to scripted_sequence.
STEP II: Double Click on the npc_zombie and name it, then double click on your sequence and name it.
STEP III: In your Scripted_sequence menu go to Target NPC and name it the npc_zombie's name. This means the scripted_sequence will effect this NPC
STEP IV: Once this is done go into "Flags" of the scripted sequence and tick "Overide AI" and "Start on Spawn"
STEP 5: Now in the "Pre-Action" animation is the Zombies "sleeping" animation. For this tutorial im using "slump_a". When your done with that go to "Action" animation which is the Zombie waking up, for this theirs a variety of animations, including one cut from HL2!
Slumprise_a - a zombie waking up slowly
Slumprise_b - a zombie waking up quickly
Slumprise_a2 - a zombie waking up and swinging his arm you to try and knock you down (THIS DOES DO DAMAGE WHEN TRIGGERED!)
STEP 6: Setup a trigger for the "begin_sequence" and enjoy your zombies waking up to destroy your player.
---------------SPOTLIGHTS----------------
For this all you need is the Source SDK and Hammer.
STEP I: Spawn a spotlight prop (for detail) and set it up.
STEP II: Spawn a "point_spotlight and measure the angles to your desire.
STEP III: Put a light entity at the end of the trail of light.
STEP IV: You now have a nice lighting effect. Not just light coming out of nowhere. God I hate maps w/o point_spotlight...
"EXTRA TIP FOR NPC SCRIPTED SEQUENCES!" Use the Model Viewer to find animations you like. Instead of a zombie waking up from their dead. Make them like Dancing Drunk Barney. Good Fun ^^"
Before we Begin you will need...
Source SDK
A Brain
PATIENCE
We are going to use a very basic example for this, a sleeping zombie up against a wall.
To Begin make a very basic map, a ground, a box or two and a skybox and walls.
Then spawn an entity and name it npc_zombie.
--------------------PROCEDURE------------------------
STEP I: Spawn another entity and change it to scripted_sequence.
STEP II: Double Click on the npc_zombie and name it, then double click on your sequence and name it.
STEP III: In your Scripted_sequence menu go to Target NPC and name it the npc_zombie's name. This means the scripted_sequence will effect this NPC
STEP IV: Once this is done go into "Flags" of the scripted sequence and tick "Overide AI" and "Start on Spawn"
STEP 5: Now in the "Pre-Action" animation is the Zombies "sleeping" animation. For this tutorial im using "slump_a". When your done with that go to "Action" animation which is the Zombie waking up, for this theirs a variety of animations, including one cut from HL2!
Slumprise_a - a zombie waking up slowly
Slumprise_b - a zombie waking up quickly
Slumprise_a2 - a zombie waking up and swinging his arm you to try and knock you down (THIS DOES DO DAMAGE WHEN TRIGGERED!)
STEP 6: Setup a trigger for the "begin_sequence" and enjoy your zombies waking up to destroy your player.
---------------SPOTLIGHTS----------------
For this all you need is the Source SDK and Hammer.
STEP I: Spawn a spotlight prop (for detail) and set it up.
STEP II: Spawn a "point_spotlight and measure the angles to your desire.
STEP III: Put a light entity at the end of the trail of light.
STEP IV: You now have a nice lighting effect. Not just light coming out of nowhere. God I hate maps w/o point_spotlight...
"EXTRA TIP FOR NPC SCRIPTED SEQUENCES!" Use the Model Viewer to find animations you like. Instead of a zombie waking up from their dead. Make them like Dancing Drunk Barney. Good Fun ^^"
Last edited by Brotherhood23 on Fri Apr 17, 2009 12:10 am; edited 1 time in total