This tutorial will walk you through making a rappeling prison guard/combine/elite combine and it assumes you got basic mapping skills.
Entities used and abit of explaination
npc_combine_s - This is the NPC that will rappel down
info_node - The NPC's uses this for navigating around the map, Waypoints, kinda
info_player_start - As the name suggests this is where the player starts
trigger_once - The name speaks for itself, a trigger that only can be triggered once
1.) First of all, i've created a little map, with a wall dividing it into 2 sections with a little tunnel leading from one the the other.
As you can see in the picture, one of the sections got high walls with a little ledge ontop the walls, This will be where the npc_combine_s will be rappeling from
2.) Now to creating the
npc_combine_s. Select the entity tool, find
npc_combine_s in the drop down menu. Create the entity just a little under your ledge, 4 units is enough.
For reference you could set model animation to "rappelloop", to do this, open object properties (ALT+ENTER for short) goto model. Then find the previous mentioned animation, "
rappelloop". You might need to rotate the
npc_combine_s to make it look properly, simplest way to do this is pressing is pressing CTRL+M and enter a value on the Z textbox.
When you're done i recommend you set back the model animation to "
ragdoll". Not sure if it will work "as it should" when having in set to "
rappelloop". Better to be on the safe side...
3.) Now its time for setting up the rest of the properties on the
npc_combine_s.
Name : combine_1 (this could be anything, if you're making a big map, i suggest you name it as describing as possible)
Waiting to Rappel? : Yes (We want our combine to rappel dont we?)
Weapons : SMG1 (You could use whatever you want here)
Number of Grenades : 1 (You could use whatever you want here aswell)
Model : Regular Soldier (This can also be whatever you want, but i'll use Regular Soldier)
4.) We need something to get the npc_combine_s to start rappeling, you can use anything that can generate a output, but for this i'll use a trigger. Create a brush with the trigger texture and Tie to Entity (CTRL+T for short). Find trigger_once in the menu. Name it to whatever you find suiting, It's not necessary but if you're making a big map its a recomended you name every as describing as possible (Yes, I know, i've already said that once). Anyways, goto Outputs and add the following output.
My output named : OnTrigger (
Targets entities named : combine_1 (The npc_combine_s we made before)
Via this input : BeginRappel (This doesnt need any explaination does it?)
With a parameter of override of : <none>After a delay in seconds of : 0.00 (This is where you would set any delayed, if you wanted any)
5.) Now to the final couple things, add a
info_player_start in the section where the
npc_combine_s isn't, in other words, the section with low walls. Don't forget giving the weapon some sort of weapon and item_suit, i also added a simple skybox a some lights, but i wont go into detail about that.
You can find the .vmf and .bsp,
HERE If you need any help with this feel free to post on MODSonline.com or C-C-Studios.com forums // Drapan