Quote: "well i got the model in but when i run the game it just stands there do i need to put it on "Attack"? How do i do this?
"
You have to put the "hl2zombie.fpi" in your "scriptbank/people" folder. He WILL stand there idle until you get within a certain distance.
Quote: "But do you know what would be good for areas of improvement?
- A Zombie Attack script
- A Zombie Walk (this would do cool with the Zombie Attack script)
- And a lil' more animation e.g. more death animations, more attacking - attacking with the hand(s) and mouth.
"
You don't like the zombie walk I animated?
I thought it was pretty good, he kind of shuffles toward you. I'm working on more death sequences and a way to randomize them, right now characters really only have one built in death sequence depending on if they are killed from the front/back/side. This is built into FPSC, but I think I have a way of intercepting this if I make a script that kills the entity before their health reaches zero. I've been successful with early tests, and I think randome death sequences add a professional touch, of course the model will have to contain all these animations...
Quote: "Hey bond1, If you could make your own characters and animation that are as good as the half life 2 character you made compatible with FPSC then that would be great.
"
Working on it... The half life zombie animations are a combination of the standard FPSC animations and my own animations, I've added 2 extra death sequences and a new walking animation.