Multi NPCs -1 reply

  • 1
  • 2

Please wait...

Durandal21

I am beyond the barricade

50 XP

8th June 2004

0 Uploads

184 Posts

0 Threads

#1 15 years ago

Okay, I'll just ask it. How can I make a button that is linked to a door and an NPC that will spawn multipule times? (for clarifaction, im trying to make a bot room like in the map the_academy) When I make the button and test it in game play, it opens the door and spawns the bot. but when i press it again, only the door opens P.S. if you help me, you help kirby, and hes cool..... <(' '<) (>' ' )> <(' '<) (>' ' )>




Zero_final

I'm a VERY good skinner :D

50 XP

7th February 2004

0 Uploads

224 Posts

0 Threads

#2 15 years ago

trigger multiple maybe? hmmm....I think thats what ya need.




Durandal21

I am beyond the barricade

50 XP

8th June 2004

0 Uploads

184 Posts

0 Threads

#3 15 years ago

i've tried that




Dark Maul

|*|*|*|*|*|*|*|*|

50 XP

14th November 2002

0 Uploads

863 Posts

0 Threads

#4 15 years ago

Its quite possible. You need to make a trigger_multiple, a target_deactivate and _activate, and one NPC. Say your NPC is a stormtrooper: For the stormtrooper; classname: stormtrooper NPC_target: activate1 target: deactivate1 targetname: st1 count: -1 For the trigger_multiple; classname: trigger_multiple target: st1 targetname: button1 wait: 5 For the target_activate: classname: target_activate targetname: activate1 target: button1 For the target_deactivate: classname: target_deactivate targetname: deactivate1 target: button1 Enter that manually into the entity window for each entity. Then target the trigger_multiple at the door. The classname should already be there. (The targetname simply gives the entity a name, so you can refer to it in other entites)




Durandal21

I am beyond the barricade

50 XP

8th June 2004

0 Uploads

184 Posts

0 Threads

#5 15 years ago

but, what brushes would be the activate, and the deactivate?




Durandal21

I am beyond the barricade

50 XP

8th June 2004

0 Uploads

184 Posts

0 Threads

#6 15 years ago

yeah im confused on what exactly the deactivate things are and the activate things...

look, so here's what ive got:

a door connected to a trigger a trigger connected to the NPC (which is behind the door) the NPC with a couple of settings on it (like health)

when i hit the trigger, the door opens rarely, and the NPC spawns and is stuck behind it, then when i push the button again, it opens the door, after i kill the NPC, and i push the button, the door only opens, and there is no NPC




Durandal21

I am beyond the barricade

50 XP

8th June 2004

0 Uploads

184 Posts

0 Threads

#7 15 years ago

where should i place the activates, and the decavtivates?!?




Durandal21

I am beyond the barricade

50 XP

8th June 2004

0 Uploads

184 Posts

0 Threads

#8 15 years ago

for less confusion,

my door is named T8

and i am spawning a NPC_cultist

and i have a trigger in front of my button




Dark Maul

|*|*|*|*|*|*|*|*|

50 XP

14th November 2002

0 Uploads

863 Posts

0 Threads

#9 15 years ago

for the target deactivate and activate press esc to deselect everything. Then right click somewhere on the 2d view and choose target->target_deactivate. It doesn't matter where you place the target_activate and deactivate. Select each entity and press 'n' to bring up a window. Enter the following keys and values. (key is on the left, value is one the right) For the cultist: NPC_target : act1 target : deact1 targetname : cul1 count : -1 For the trigger_multiple; target : cul1 targetname : button1 wait : 5 For the target_activate: targetname : act1 target : button1 For the target_deactivate: targetname : deact1 target : button1 p.s. The edit button will allow you to change your post, so that you don't need to have the multi-posting streaks.




Durandal21

I am beyond the barricade

50 XP

8th June 2004

0 Uploads

184 Posts

0 Threads

#10 15 years ago

so i should unconnect everything to the door except the trigger?




  • 1
  • 2