Is it possible to have monster_sentry in hammer?

Need Help? The Day isnt going so well on the Mapping front?
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Col.Plate
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Is it possible to have monster_sentry in hammer?

Post by Col.Plate »

Read title.

I want to know why monster_sentry isn't in hammer entities for oc.


Edit: I will try to get a picture when I can...
Col.Plate
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Post by Col.Plate »

Okay I finally got a picture of the monster_sentry.


ImageImage

If you still don't what it is look at what my crosshairs is looking at.
fug4life
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Post by fug4life »

Because the hl2 turrets are the equivelant.
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Mr. Someguy
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Post by Mr. Someguy »

But HL2 has combine turrets, not US Army sentries.
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Col.Plate
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Post by Col.Plate »

Yeah but I am saying that I would like sentries that actually die from bullets, not from being knocked over. Plus once a monster_sentry is destroyed you can't pick it up and grief people with it unlike the HL2 turret.
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Post by fug4life »

Col.Plate wrote:Plus once a monster_sentry is destroyed you can't pick it up and grief people with it unlike the HL2 turret.
Edit, you can its up to the mapper. You can have disable on knock over.
Edit, prehaps your right it still can be used to grief.

Either way I dont think the time invested in achieving it is worth it in my personal opnion. But who knows...
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'She has zero tolerance for idiots'.

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Blues
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Post by Blues »

Go to your Obsidian SDK folder, open any of the FGDs with notepad and add it...
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Post by Col.Plate »

Okay can you tell me how to add the sentry to the FGD.
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Post by Blues »

You open Obsidian.FGD with Notepad and got to this section:

Code: Select all

//-------------------------------------------------------------------------
// Monster NPCs
//-------------------------------------------------------------------------
Below there's the hammer code for the monster_whatever entities, like monster_alien_grunt and stuff.

You just copy one of these parts, like this one:

Code: Select all

@NPCClass base(BaseNPC) studio() = monster_alien_controller : "HL1 Alien Controller"
[
	model(studio) : "Custom Model" : "models/controller.mdl"
]

Then you change it to:

Code: Select all

@NPCClass base(BaseNPC) studio() = monster_sentry : "HL1 Sentry"
[
	model(studio) : "Custom Model" : "models/sentry.mdl"
]

But you should maybe also request the model to be added to the next version of OC, as it is not included by now.
Or you just pakrat it when you make a map with it.
Col.Plate
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Post by Col.Plate »

Actually the model is included but you need half life source to see it but thanks for telling me how to add it.
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Post by Blues »

No, the model (and its texture) is not included. It is in the HL:S content and you need HL:S mounted to see it, because it's not in your obsidian\models folder and thus not in the mod. ;)

For me it's an ERROR model, because I don't own HL:S...
If someone gave me some time and the model and textures of HL:S i could make another custom one close to it for me and everyone else, as we don't want to steal stuff, right? :)
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Post by Col.Plate »

Well I didn't know what you meant by having the model but yeah.

Edit: Oh yeah I don't know how to put files into maps like you said so if you could give me a tutorial or a link then thanks again :D.
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Post by Blues »

You download the program "pakrat", then you open the BSP with it and add all the stuff that's needed and then save the BSP again.
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Excuse me for being rude. I'm usually drunk while posting.
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