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YangMan said:I think (hope) I might have another break through, but I never got to test it before my entire computer crashed. Now I'm re-installing everything, and HL2 is unfortunately very low on the priorities list.
Anyway, when I first tried to bind a key to make an npc friendly, for example:
bind "NP_ENTER" "ent_setname "friendly"; ent_fire "friendly" setrelationship "player D_LI 900""
Which should work by theory, except that it doesn't seem to be able to support quotation marks within quotation marks... And if you do something like:
bind "NP_ENTER" "ent_setname friendly; ent_fire friendly setrelationship player D_LI 900"
The engine thinks that you're trying to input "player" as the argument for setrelationship (which draws an error), rather than "player D_LI 900", which is the correct argument.
So where does this leave us? Hopefully with a solution. Note: The following idea has not been tested yet due to my computer crashing, but I thought that maybe it might help some of you if it does work. Plus, I'm dying to know.
Well, we can't have "..." within a "...", so then we need to make "player D_LI 900" into a single argument, without a space (and therefore eliminating the need for "..."). The only way I can think of is using alias. For example (and I hope this works),
alias "like_player" "player D_LI 900"
bind "NP_ENTER" "ent_setname friendly; ent_fire friendly setrelationship like_player"
Therefore we've eliminated the need for "..." as the argument no longer has a space. Could someone please test that? If it works, then you could use a similar method to make them hate combine and like your allies, etc.
Another, unrelated, idea that I wanted to test but never got the chance to was about getting antlions and alyx/barney to follow you. It's obvious now that Valve took a shortcut and didn't make the antlions really check whether you have bugbait or not, rather, it is either map-based or some variable is changed after a certain level. It is the latter that I am hoping for.
The latter is the case with the supercharged gravity gun. As, if you load the map in which you have the blue gravity gun with map [map_ name] (can't remember what it was), then changelevel [map_name] to a map where you're not meant to have the super gravity gun (and type impulse 101 if you're not even meant to have the normal gravity gun), then you will be given the super gravity gun instead.
This is what I am hoping for with the antlion thing as well. Could somebody try to use map [map_name] to load a sandtraps or nova prospekt level where the antlions are friendly and also hear your bugbait squeeze and not just throw, then use changelvel to load a previous level, where the antlions aren't friendly, hopefully the antlions will also be fully respondant to the bugbait and like you too. Could someone test that and posts the results here?
Maybe that would also work with alyx and barney. Load a level where they follow you, then change it to one where they don't. Just a theory, which I unfortunately can't test right now.
xdiesp said:Jetman: kill has never worked with corpses
Hectic Glenn said:download the mega mod for garry mod bonita, but its known that striders dont move anyway. But gunships do move at first then get stuck.
Grand Architect said:Like Riomhaire said, the mapper has to place hints where the strider (ground and air hints) or gunship (air hints) can go. It's actual not all that hard but the mapper has to do it.
MagicalMonkey said:setexpressionoverride is an input which allows you to make a character enact any scene. The usage is "ent_fire [character name] setexpressionoverride [file path of scene]". For example, to make alyx perform the gman's closing speech, you would name alyx alyx and type "ent_fire alyx setexpressionoverride scenes\citadel\gman_out".
Whoops I was typing an extra _ after LI or HT. Heh time makes fools of everyone. Thanks for setting me straight.ríomhaire said:ent_fire turret_buddy setrelationship "npc_combine_s D_HT 90"
noclip should work :|rambler said:also, typing noclip into the console no longer seems to have any effect, any ideas?
I've seen the location of the animations somewhere in this thread... I'll see if I can find it againrambler said:i have a feeling it's something to do with sv_cheats
but more importantly does anyone know about the other thing? animation files for NPC's?
also, you know when the metro cops slap you unconcious in the first chapter, and when breen smacks you with the grav gun in the last chapter, theres this nice little fp animation where you start off looking at the ceiling but then you get yourself up. does anyone know if theres a console command for that?
also does anyone know how to trigger animations for NPC's? i can trigger any sound for any npc, or any speech, but not the animations to go with them.
alyx for instance has that little hair briush, and the leaning forward, spreading hands kind of shrug she does. you see it the first time when she says 'nice to finally meet you' (i think). they must be somewhere.
What I heard about it, you have to let a program look at the sound and it will create lip sync based on that. I think I read it in an article once.rambler said:also, if we were to input our own vocals, would the lip synch work straight off? or would you have to animate them? 'm kind of expecting it to be the latter, but if it is, why did the alyx clone speak gman's stuff and move her lips?
xdiesp said:rambler: they are the names of the *.vcd files in steamapps\hl2content.gcf\scenes\etc Only beware that the hardest part is to imput the right path to the file,right now I can't remember but it may include also an initial "..\scenes\etc"
Sometimes ... dead is bettah.