Help: Combine soldiers actually shooting.

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username
67 Posts
Posted Jan 22, 2008
Has anyone found a way for the combine sodiers to deal damage to the player yet? I have a concept I'd like to make, but this part is vitally important.
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msleeper
4,095 Posts
Member
Posted Jan 22, 2008
Replied 27 minutes later
Will have to wait until the Source SDK Base is released, it is a coding issue.
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iamafractal
272 Posts
Posted Jan 23, 2008
Replied 12 hours later

username wrote:
Has anyone found a way for the combine sodiers to deal damage to the player yet? I have a concept I'd like to make, but this part is vitally important.

there was a map i saw... i'm trying to remember what map it was, where at least they had combine who would hit you with their sticks, doing damage... they didn't go through portals or anything though.

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Hurricaaane
189 Posts
Posted Jan 23, 2008
Replied 7 hours later
Hmm, while I was trying to make the combine bullets to work (trying to add a skill.cfg file or copying weapon scripts/ files...), I figured out that the player damage recovery can be halted using a trigger_hurt that gives you 0 damage. Though, the point_hurt didn't work the same way.
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DelphiAegis
38 Posts
Posted Jan 23, 2008
Replied 27 minutes later

iamafractal wrote:
there was a map i saw... i'm trying to remember what map it was, where at least they had combine who would hit you with their sticks, doing damage... they didn't go through portals or anything though.

Portal4life is the map you are thinking of.

And the combine soldiers sucked (Even with Benny Hill music added)

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iamafractal
272 Posts
Posted Jan 23, 2008
Replied 3 hours later

DelphiAegis wrote:
Portal4life is the map you are thinking of.

And the combine soldiers sucked (Even with Benny Hill music added)

yeah

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Hedgehog
43 Posts
Posted Jan 24, 2008
Replied 11 hours later

DelphiAegis wrote:
Portal4life is the map you are thinking of.

And the combine soldiers sucked (Even with Benny Hill music added)

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iamafractal
272 Posts
Posted Jan 24, 2008
Replied 1 hour later
NEBHM
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Hober
1,180 Posts
Posted Jan 24, 2008
Replied 4 hours later

iamafractal wrote:
NEBHM

Quite.

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CodemasterJD
11 Posts
Posted Jan 26, 2008
Replied 1 day later

If you arm a combine soldier with a stun stick, and stand close enough to them, they CAN eventually kill you. I haven't tried any additional AI inputs though.

I'm interested in this because I'm trying to do a 'behind the scenes' where you stumble into an area where busy little robots are working on things ... and you have to portal around to avoid being smacked.

However, the experiment with the solder wasn't terribly dangerous. I guess it could be the health regen. Plus, he didn't chase me, but as I mentioned I didn't have any AI inputs.

Also, I'd have to import a new character into the map without the SDK to look like the robot I was planning. Is this even possible without the source?

    == John ==
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DelphiAegis
38 Posts
Posted Jan 26, 2008
Replied 3 hours later
I believe you can bypass the health regen by making a constant trigger_hurt for 0 HP. Though without a suit to list your HP or give that cute little computer voice to say when you have major lacerations, it might be a tad confusing.
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NocturnalGhost
200 Posts
Posted Jan 26, 2008
Replied 11 minutes later
You can also delay regeneration with a console command. (use a point_clientcommand to use this within a map)

The command is "sv_regeneration_wait_time #" where "#" is the delay time in seconds before you start regenerating.

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Ricotez
738 Posts
Posted Jan 27, 2008
Replied 14 hours later
There is a way to embed custom materials and models directly in the map BSP-file. I'm not sure if you can also do that with AI, tough...

here's the link to a page that explains some more about it:
http://developer.valvesoftware.com/wiki/Using_Bspzip_to_Embed_Custom_Content