monster_axis/allies_grunt?
Gooofy
06-07-2003, 01:04 PM
What are these entities and how to use them?
I played around and got them to act as guards, but the don't respawn, or they will kill anyone.
Has anyone got documentation for them, we could create maps with prisoners!
2ltben
06-07-2003, 01:13 PM
Or perhaps charlie with NPCs if you waypoint them around.
i think they were for cutscenes in 3.0
Originally posted by Rozdower
i think they were for cutscenes in 3.0
rozdower is right, thats all they were for.
TheNomad
06-07-2003, 05:56 PM
could they be used for anything else..
i think a prisoner map would be cool :)
they could be used for a prisoner map but they are extremly glitchy. so it wouldn't work very well. but by all means try.
Glidias
06-07-2003, 09:34 PM
I have monster_alliedbarney.mdl, monster_axisgrunt.mdl, monster_alliedgrunt.mdl in my DoD folder. If you want them ,i can give it to you. They work in conjunction with monster_allied_grunt, monster_axis_grunt, and monster_allied_barney. These are buggy undone singleplayer Human Grunt models. They act like the soldiers/barneys in Half-LIfe singleplayer, 'cept that alliedgrunts are friendly to players while axis grunts are unfriendly to players..(they don't side with multiplayer teams though) They work in multiplayer with monsters enabled to 1, and you can perhaps do this in your map .cfg.
Some possible uses:
1. Some objectives could be escorting an monster_allied_barney out of a a cell. Use a teleporter, some masters, and multimanager random choose to randomly located the alliedbarey in one of the cells. Breach the sealed cell with bazooka and free the Allied barney, escorting him outta the cell. IF the allied barney dies, you lose, so protect him from the Axis team!! Also, don't shoot an anger the barney or he will go on a shooting rampage killing everyone!!!
2. A map that only consist of info_player_allies. No axis spawns. However, this map will be some castle filled and infested with tons of monster_axis_grunts. Ok, perhaps, there can be various cells. THink the first level in RTCW> Escaping from castle. If you die, you respawn in another cell and must be freed by yr friends. One of the guards will enter your cell, then u stab him with yr knife and take his gun and you must go out as a team to escape from the castle!! However, if everyone gets imprisoned, then the Allies lose. Check the minimap to see where your imprisoned friends are so you can go forward and free them!
And unforunatlely, monstermaker doesn't work with these entities yet!! So, no constnat flow of troops unforunately :(
I also played it on my system and on restarting this particular test map i did with 30++ of these monsters entities, DoD crashes. Perhaps, it needs a dedicated server to run this stably....or a better computer. BTW, these monsters generate lotsa blood/dod gibs like in Singleplayer HL. You can blow their corpses with bazookas and grenades. I guess a good fix for this is to give support for monstermaker entity to generate these monsters real-time. Monstermaker uses far less memory caching beforehand....as thees monsters would be generated during the game instead of b4 the game.
glidas I don't see who is wrong yet. the only comments I could possibly see you agree with...
Yes there a .mdl's for them and they appear in game I dont see where you got the fact we couldn't see them.
the fact they are "monster_" means a AI had to be tagged to them, obvious choice is grunts. the actual reaosn they are a "monster_" is so "AIscripted_sequence" etc... can move them about.
and I called them glitchy and you called them buggy.
your quite right in everything you say but I still do get who is worng here...
Glidias
06-07-2003, 11:12 PM
The fact that it is being used for cutscenes.
Originally posted by Glidias
Those weren't used as cutscenes in beta 3.1.
every cutscene in 3.1 used them or the DOD team was VERY stupid (no offence meant).
Glidias
06-07-2003, 11:26 PM
Ok, maybe they did used scripted sequences to trigger the animations. But i doubt this is so in beta 3.1. Eg. So if they wanted to trigger the German para in para_kraftsoff, German unterofficer in para_hedgerow, etc., they would have to turn the German soldier into a monster_generic, and then use scripted_sequence to trigger the monster_generic. Unforunately, if you noticed, the models used were used for the cutscenes were in the \mapmodels folder. As for monster_allied_barney, monster_axis_grunt, and monster_allied_grunt, those were solely used for singleplayer, with the apprioate models found in the \models folder rather than the \mapmodels folder. The models used in these sequences (eg hedgerow) is the axis_cutgrunt.mdl in mapmodels folder, not the axis_grunt.mdl in models folder!! Since there was only 1 animation sequence being ran, so a convenient env_model would do. After all, if they did use monsters for mulitplayer cutscenes, there might be a chance they might not appear because those are monsters. Also notice that monster_generic produces a strange vortex (bug?) at the center of that entity.....thus that rules out monster_generic being used for cutscenes. They only used env_model for cutscenes.....Pretty dumb i agree as that would restrict the mapper to 1 animation throughout the entire sequence, so you may have to combine a bunch of animations into 1 animation sequence. to get what you want, which can be very troublesome if you have a complicated cutscene.
Since the cutscenes in beta 3.1 were rather simple, an env_model would do.
But for mappers that require a complicated cutscene with dozens of timed sequences that a character should undertake, they would either have to learn to custom animate a single entire sequence unforunately. Those cutscenes must have been a real trouble to make i bet....timing everything through trial and error..
yeah 1 animation you use an env_mdoel.
I just thought the cutscenes were more complicated than that. well the worlds not going to end either way it goes. but TY for the info.
Sly Assassin
06-08-2003, 12:09 AM
would you be able to use these guys as some sort of anti spawn camping defence also? like have a mg nest with one of these guys in it, but have him unkillable and excellent aim to kill the offender/s.
i was thinking these guys would look better then just some random barrel sticking out of a wall.
Glidias
06-08-2003, 04:17 AM
Originally posted by Sly Assassin
would you be able to use these guys as some sort of anti spawn camping defence also? like have a mg nest with one of these guys in it, but have him unkillable and excellent aim to kill the offender/s.
i was thinking these guys would look better then just some random barrel sticking out of a wall.
Well, the monsters isn't multiplayer team-specific , so they'll shoot al ALL players regardless of what team they are on.
Func_tank, func_tankmortars are team specific and can be AI controlled....Of cos, what you want is monsters behind these turrets, manning them like professional soldiers!!
Ok, take a look at this:
http://www.valve-erc.com/entities/?entity=func_tank
THe last paragraph on Monster controlled turrets.
Perhaps, you can try it. At the most, the monster-controlled turret might still shoot at ALL players, but at least the func_tank bullets/explosions won't damage certain teams. But chances are, i doubt this is the case. As stated int he last sentence, "When this is placed in the level, the grunt (well, the turret) will fire at the player whenever he has site of him. Killing the grunt will disable the turret.", this shows that the turret is firing....NOT the grunt! Therefore, it should be team specific since the func_tanks func_tankmortars are team specific for DoD. Also, you can put a func_wall entity brush around the monster so that he won't get murdered. This is quite a cool anti spawn campign defense i guess. I guess it would be cooler to have a typical German guy on top of this moving tank as well, and he is controlling perhaps some MG eh???
Doc Orange
06-08-2003, 05:07 AM
That is a good idea. Does anymap use func_tank?
btw: Glidias, what map is that on your sig?
Sly Assassin
06-08-2003, 05:08 AM
i'll give it a go later on once I've done this map I'm doing now and see how it goes :D
Kehldon
06-08-2003, 06:28 AM
I did that on my other map lighthouse. I used 2 env_models to actually display the soldier and one to display the weapon, then I had an invisible func_tank that had its barrel end right at where the model ended, that way it look like it was shooting at the enemies passing...
http://hem.thalamus.nu/~ebo008681/image/dod_lighthouse8.jpg
Well it worked fairly well but it seem like the func_tank takes quiet a while to find the enemy and if you have a narrow shooting area, the enemy might be able to sprint by....
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