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Is it possible to have monster_sentry in hammer?
Posted: Mon Sep 29, 2008 12:02 am
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...
Posted: Mon Sep 29, 2008 12:21 am
by Col.Plate
Okay I finally got a picture of the monster_sentry.

If you still don't what it is look at what my crosshairs is looking at.
Posted: Mon Sep 29, 2008 12:56 am
by fug4life
Because the hl2 turrets are the equivelant.
Posted: Mon Sep 29, 2008 12:58 am
by Mr. Someguy
But HL2 has combine turrets, not US Army sentries.
Posted: Mon Sep 29, 2008 1:45 am
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.
Posted: Mon Sep 29, 2008 1:53 am
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...
Posted: Mon Sep 29, 2008 2:34 am
by Blues
Go to your Obsidian SDK folder, open any of the FGDs with notepad and add it...
Posted: Mon Sep 29, 2008 1:00 pm
by Col.Plate
Okay can you tell me how to add the sentry to the FGD.
Posted: Mon Sep 29, 2008 3:21 pm
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.
Posted: Mon Sep 29, 2008 7:38 pm
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.
Posted: Mon Sep 29, 2008 7:49 pm
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?

Posted: Mon Sep 29, 2008 9:32 pm
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

.
Posted: Tue Sep 30, 2008 2:33 pm
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.