Humanoid NPC Problem

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raidensnake
15 Posts
Posted Aug 22, 2011
I wanted to do a test of a human based npc doing demonstrations for an animation test but wantes to know if anyone has been able to get them working as the model info based off hl2 is missing like npc_alyx or npc_citizen if I use the npc_wheatley_boss I can spawn any model. except they don't move at all. any ideas?
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spongylover123
944 Posts
Posted Aug 22, 2011
Replied 15 minutes later
Are you trying to spawn in the console or make them in hammer

In cosole: no

In hammer: (what I do) Make a prop_dynamic set the npc( e.g glados or Wheatley), set animations, add a trigger to make them move and do what this says http://developer.valvesoftware.com/wiki ... aDOS_speak for talking

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raidensnake
15 Posts
Posted Aug 23, 2011
Replied 27 minutes later

spongylover123 wrote:
Are you trying to spawn in the console or make them in hammer

In cosole: no

In hammer: (what I do) Make a prop_dynamic set the npc( e.g glados or Wheatley), set animations, add a trigger to make them move and do what this says http://developer.valvesoftware.com/wiki ... aDOS_speak for talking

in hammer. Also I tried what you suggested already but it just causes portal 2 to crash.

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Vordwann
767 Posts
Posted Aug 23, 2011
Replied 28 minutes later
Well portal source/hammer is a good amount different than orange box source/hammer.
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raidensnake
15 Posts
Posted Aug 23, 2011
Replied 4 minutes later

Vordwann wrote:
Well portal source/hammer is a good amount different than orange box source/hammer.

true but the original portal still had the npc functions though, portal 2 doesn't.

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Lostprophetpunk
409 Posts
Posted Aug 23, 2011
Replied 1 hour later
One of my friends managed to spawn the animated Glados in the co-op hub, so somehow it should be possible.
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raidensnake
15 Posts
Posted Aug 23, 2011
Replied 3 hours later

Lostprophetpunk wrote:
One of my friends managed to spawn the animated Glados in the co-op hub, so somehow it should be possible.

what model? humanoid or the usual ones?

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Lostprophetpunk
409 Posts
Posted Aug 23, 2011
Replied 1 hour later
I have no idea between the difference between humanoid and normal.
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ChickenMobile
2,460 Posts
Posted Aug 23, 2011
Replied 2 hours later

Lostprophetpunk wrote:
I have no idea between the difference between humanoid and normal.

Humaniod as in moving npc character, normal as in a static model.

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Lostprophetpunk
409 Posts
Posted Aug 23, 2011
Replied 10 minutes later
Just the normal model. I think that setanimation can be used to change the animation of the model. As you can do that with a model you spawn.
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raidensnake
15 Posts
Posted Aug 24, 2011
Replied 20 hours later
it's no good when you want the character to walk and act on their own though, you have to manually script everything. valve should seriously consider adding the original npc codes back.