Bendy to chell in Hammer map.
Follow these steps:
-
You need an entity called point_clientcommand in the first place. Call it for example "@clientcommand". Place it wherever you want since that doesn't matter at all... however, try to always keep this kind of "configuration entities" somewhere altogether so that you can find them easily to change them if you need to.
-
Now you'll need a logic_auto entity with the following output:
-
My output named = OnMapSpawn
- Targets entities named = @clientcommand
- Via this input = Command
- With a parameter override of = setmodel player/chell/player
- After a delay in second of = 0.10
(Tick the option "Fire Once Only" here)
-
In order to avoid having Bendy back after you quickload/load from a saving point, I'd also recommend you to add the following output to the same logic_auto:
-
My output named = OnLoadGame
- Targets entities named = @clientcommand
- Via this input = Command
- With a parameter override of = setmodel player/chell/player
- After a delay in second of = 0.10
Some time ago, you would have needed to add the Chell model somewhere into your map in order to achieve having Chell model, but there is no longer the need to do it when you make/modify your map into hammer* (this was, at least for me, discovered by Greykarel).... Anyways, in the case you want a custom* Chell model or whatever other player model, you should always remember to add it somewhere so your game doesn't crash because it couldn't precache it, ok?
(and correct the paths to the desired model accordingly in those outputs above)
josepezdj wrote:
Listen: basicly all you need is to switch from one player model to the other. By default you play as Bendy because your map is on the workshop; even though it is a map entirely developed into the hammer editor.Follow these steps:
You need an entity called point_clientcommand in the first place. Call it for example "@clientcommand". Place it wherever you want since that doesn't matter at all... however, try to always keep this kind of "configuration entities" somewhere altogether so that you can find them easily to change them if you need to.
Now you'll need a logic_auto entity with the following output:
My output named = OnMapSpawn
- Targets entities named = @clientcommand
- Via this input = Command
- With a parameter override of = setmodel player/chell/player
- After a delay in second of = 0.10
(Tick the option "Fire Once Only" here)
In order to avoid having Bendy back after you quickload/load from a saving point, I'd also recommend you to add the following output to the same logic_auto:
My output named = OnLoadGame
- Targets entities named = @clientcommand
- Via this input = Command
- With a parameter override of = setmodel player/chell/player
- After a delay in second of = 0.10
Some time ago, you would have needed to add the Chell model somewhere into your map in order to achieve having Chell model, but there is no longer the need to do it when you make/modify your map into hammer* (this was, at least for me, discovered by Greykarel).... Anyways, in the case you want a custom* Chell model or whatever other player model, you should always remember to add it somewhere so your game doesn't crash because it couldn't precache it, ok?
(and correct the paths to the desired model accordingly in those outputs above)
Thats what i was missing thanks in the end i fixed it by using the SV_use_bendy_model 0 command because it was really irritating me. i will keep this in mind in the future