The Third Person Controller doesn't include a first person view so those objects must be removed.Ģ. For example, since UFPS doesn't include melee weapons all melee weapons (and animations within the Animator) should be removed. I have an editor script which removes the unnecessary objects for the controller variant. It would be extremely error prone and time consuming to setup and submit these controller variants manually so I use two different automation processes:ġ. All seven of the controller variants (UFPS, Third Person Controller, Ultimate Character Controller, etc) are based off of the same scene. While the build is currently running I thought that I would go into some detail into how the asset is built. We will be releasing on the Opsive Store today. This will allow a player-controlled character to avoid the car when moving to the drivers seat: The Move Towards ability has also been improved so it can use the pathfinding abilities in order to move towards the ability start point. Void ExitedVehicle(GameObject character) / The character that exited the vehicle. / The character has exited the vehicle. / The character that is exiting the vehicle. / The character has started to exit the vehicle. Void EnteredVehicle(GameObject character) / The character that entered the vehicle. / The character has entered the vehicle. / The character that is entering the vehicle. When the multi_manager is triggered, it will trigger all the entities listed within its values after the delays specified./// The character has started to enter the vehicle. Now, you have to turn off smart edit and input all of these values as shown below: This is where it all comes together, and all the previous entities are triggered in the right order.Ĭreate a multi_manager somewhere near your effect entities and name it "tele_mm". Finally, go to the Flags tab and check the Initially Dark flag. Next, set the Custom Appearance to "mmnmmommommnonmmonqnmmo". This one is optional, but recommended for enhanced atmosphere especially in dark areas.Ĭreate a light entity in the same place as all the other entities, and name it "tele_light". Make sure all the same flags are checked as in the first ambient_generic. Set the WAV Name to "debris/beamstart7.wav". Next, create another ambient_generic in the same place and name it "tele_sound_b". Make sure all the other flags are unchecked. Go to the Flags tab and check the Medium Radius, Start Silent and Not Toggled flags. Set the WAV Name to "debris/beamstart2.wav". The Alien Teleport Effect wouldn't be the same without its characteristic sound of space being warped.Ĭreate an ambient_generic at the same place as the env_sprites and env_beam and name it "tele_sound_a". If you have a bigger scale for your sprites, it might be a good idea to increase the env_beam's radius value. Once again, you may tweak these values to your liking. Go to the Flags tab and check the Toggle and Random Strike flags. Set the Start Entity to "tele_beams", Brightness to 150, Beam Color (R G B) to "197 243 169", Radius to 100, Life to ".5", Width of beam to "1.8", Amount of noise to "35", Sprite Name to "sprites/lgtning.spr", and Strike again time to "-.5". One of the most defining traits of the Alien Teleport Effect is the beams of electricity that are randomly emitted from the teleportation orb.Ĭreate an env_beam entity in the same place as your env_sprites and name it "tele_beams". Or you might want to use different sprites to better suit your situation. For instance, if you are mapping for Half-Life: Opposing Force and want to spawn any of the Race X aliens, you should have your sprites set up with a purple color instead. Feel free to tweak around with the values. You should now have two sprites in the same place that looks similar to the picture to the right. Both of these sprites will be used for the final teleport effect. Set its name to "tele_sprite_b", the FX Color to "184 250 214" and the Sprite Name to "sprites/XFlare1.spr". Now create a new sprite and set it up in the exact same way and place, except for a few differences. This will cause the sprite's animation to only play once, rather than looping indefinitely. You may want to set it smaller for smaller aliens like Headcrabs or bigger for larger aliens like Alien Grunts.įinally, go to the Flag tab and check the Play Once flag. Set the Scale to 1 if you're spawning in a medium sized alien, like an Alien Slave. Set the Sprite Name to "sprites/Fexplo1.spr". Set the FX Color (R G B) value to "77 210 130". This will ensure that it renders in front of the spawned alien. Set the Render Mode to "Glow", the FX Amount to "255" and Render FX to "Constant Glow". Start by creating an env_sprite about 56 units above the ground using the entity tool. The teleport effect uses two env_sprites.
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