I need smoke to go after the player.

I need smoke to go after the player.

Postby Samot » Wed Aug 08, 2018 6:03 pm

I'm creating a Portal 2 level where I'm using env_smokestack to simulate a ghost. I'm using a func_tanktrain to make it move during the story. There is one point in the story where I need the ghost to chase down and kill the player (this happens if the player purposefully does something stupid that stops the story from progressing.) My first instincts on accomplishing this was to turn an invisible brush into an NPC, and have the env_smokestack parented to it. Unfortunately, I cannot find any instructions on creating a custom npc character. If anyone knows of a video or written instructions on how to do this, or if there is an easier way to accomplish this, I'd appreciate the info. Thanks.
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Re: I need smoke to go after the player.

Postby Kwinten06 » Sun Aug 12, 2018 2:42 pm

you can use "EnableAlternatePath" of your path_tracks when the "player does something stupid"
There is no other alternative to create Npc than using path_tracks for the moment
(i have a big project involving scripts to create an AI in p2 :1up:)
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Re: I need smoke to go after the player.

Postby ChickenMobile » Thu Aug 30, 2018 8:23 pm

path_tracks are a point entity right? They could be parented to the player
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