robots not chell
if it's possible, can I make the player to use the robot in singleplayer instead of the chell model?
However if you want this as one off, you could always try using a model precache in order to draw your model. Put the robot of your choice in your map as a prop_dynamic (and compile duh) and when in the console type in 'cl_precacheinfo modelprecache'. This will list all the models currently in the map. The number in front of each model is what you need to take note of (in front of models/player/eggbot/eggbot.mdl OR models/player/ballbot/ballbot.mdl)
When you find out the model number, type in the console: ent_fire !self addoutput "modelindex #NUMBER". Please note that cheats may have to be enabled to do this and you have to put in the quotes.
If you put in a modelindex of a sprite it will crash! So be careful. Also if you want this a test-chamber idea, make sure you do this kind of scripting right before you release your final version as model indexes can change.
I did test this so I know it works
. Comes with the robot sounds and everything.
Then I tried creating a coop map, with the start instance and all, and it works.
Nothing new, since it's the way you can already test your coop maps alone (http://developer.valvesoftware.com/wiki ... Maps_Alone).
The problem is that two cheats are required and cheats should not be allowed, so...
It would have been a shame if it didn't work, since it makes more sense playing like a robot instead of chell in custom maps.
The Irate Pirate wrote:
Somehow you would also have to make the footstep sounds be that of the robot's (the piston/whirry sounds) if you wanted it to be properly immersive.
I already tested it with the precache model option. It has all the robot animations and sounds. It is pretty awesome.
Would you like a video on how to do it?
gallardo wrote:
Really? For example?
In HL2 they turn cheats on for a few miliseconds during the airboat scene, to execute some player commands.
chickenmobile wrote:
Would you like a video on how to do it?
Very much(:
-ArttyIntel- wrote:
chickenmobile wrote:Would you like a video on how to do it?
Very much(:
Ok, I'll be making one soon.
EDIT: Might put this off till some1 else asks.
I used that tricks already in the past, but always thought wasn't ok for a release. good to be reassured, thanks.
walropodes wrote:
The "setmodel" console command can be used to change the player's playermodel to anything you want. Cheats do not need to be enabled to use it either. You just need to make sure the model has been loaded into your map somewhere first or the game will crash.
Are you sure? I dont think you could change it to anything. A companion cube for instance.
-ArttyIntel- wrote:
walropodes wrote:The "setmodel" console command can be used to change the player's playermodel to anything you want. Cheats do not need to be enabled to use it either. You just need to make sure the model has been loaded into your map somewhere first or the game will crash.
Are you sure? I dont think you could change it to anything. A companion cube for instance.
Yup, you can. Though of course animations are weird.
walropodes wrote:
-ArttyIntel- wrote:walropodes wrote:
The "setmodel" console command can be used to change the player's playermodel to anything you want. Cheats do not need to be enabled to use it either. You just need to make sure the model has been loaded into your map somewhere first or the game will crash.
Are you sure? I dont think you could change it to anything. A companion cube for instance.
Yup, you can. Though of course animations are weird.
This is true. I would only change the model to one that has the same animations for a player. If you change it to a portal gun for example, it will only bob around when you walk.

