A
Aavenr
Guest
Hey there,
You may be remember snipers on HL2 weren't really out there in the open, but secluded on dark corners where you could only flush them out with explosives. I want to have some of them on top of the Combine watch towers, so I have been trying to get the NPC_Sniper enemy to take damage from regular weapons and not just explosions (say, with grenades or the LAW) or physics objects. However, I have looked hard into the entity's settings and its flags, and wasn't able to find anything useful.
I have also attempted to sort of hack my way to some decent results by trying to place an entity that would detect when it is being shot at and in turn kill off the sniper. That said, I inspected closely all the different trigger entities and none seem to be able to tell when they are being shot. The closest thing I have found is the func_guntarget entity, which allegedly is a moving target that moves along a path of path_tracks, and it can be shot and killed.
So I created a mesh around the sniper, tied it to this entity and set it up so that when the entity was killed it in turn would set the sniper's health to zero. I even placed a path track to it (since it's after all supposed to be a moving target entity) on the exact same spot it was originally (so that it stays in place) but for some reason, the entity just doesn't seem to die, even with the minimum "damage to take" setting. I am not sure how to proceed now.
So guys, I come to your help. Would you know by any chance if it is possible to tweak the sniper so that it can be shot at with say, a crossbow? Or is it possible to do with the help of a trigger entity and if so, what entity would work here?
Much appreciated!
You may be remember snipers on HL2 weren't really out there in the open, but secluded on dark corners where you could only flush them out with explosives. I want to have some of them on top of the Combine watch towers, so I have been trying to get the NPC_Sniper enemy to take damage from regular weapons and not just explosions (say, with grenades or the LAW) or physics objects. However, I have looked hard into the entity's settings and its flags, and wasn't able to find anything useful.
I have also attempted to sort of hack my way to some decent results by trying to place an entity that would detect when it is being shot at and in turn kill off the sniper. That said, I inspected closely all the different trigger entities and none seem to be able to tell when they are being shot. The closest thing I have found is the func_guntarget entity, which allegedly is a moving target that moves along a path of path_tracks, and it can be shot and killed.
So I created a mesh around the sniper, tied it to this entity and set it up so that when the entity was killed it in turn would set the sniper's health to zero. I even placed a path track to it (since it's after all supposed to be a moving target entity) on the exact same spot it was originally (so that it stays in place) but for some reason, the entity just doesn't seem to die, even with the minimum "damage to take" setting. I am not sure how to proceed now.
So guys, I come to your help. Would you know by any chance if it is possible to tweak the sniper so that it can be shot at with say, a crossbow? Or is it possible to do with the help of a trigger entity and if so, what entity would work here?
Much appreciated!