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Making A Walking Zombie! Difficulty: Intermediate |
| Category: CS:S > Mapping | Author(s): Starving Hobo |

Hey, in this tutorial I am going to teach you how you can create a walking zombie in Counter-Strike: Source! The same process can be used to animate other models.
1. Starting Out
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Okay, place a "prop_dynamic" entity inside your map. Open up the properties and go into the "World Model" tab, hit the "Browse..." button and search for zombie. For this tutorial we are going to use "hl2\zombie\classic.mdl"
Refer to screenshot A
Set the name of the entity to Bob. We have a handsome zombie standing there doing nothing, but we don't want that! We want him to walk! So now, in his properties, click the "Model" tab and select "walk" under the drop down menu. IT'S ALIIIIIVE!!!!! You will notice there are other things you can set it to do, but for this tutorial we will use walk.
Refer to screenshot B
Now to make him appear to be walking in game, click the "Class Info" tab and fill the "Default Animation" field with "walk" this means that he will return to this state after he finishes other things which you may set him to do through inputs.
Refer to screenshot C
We aren't done yet though, when he is in game, he will jsut walk on the spot, we want him to move right?!
2. Making Bob the Zombie Move
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This is the part where we will set up our zombie to move in game instead of just walking on the spot.
First of all, create a "path_track" entity and place it in the dead centre of the zombie (there should be a purple cross there). Name this entity Zombie1.
Next, create a nodraw brush on the same location. Make it a "func_tracktrain" by tieing it to an entity (CTRL+T) Name it "zombie" and set the following:
First Stop Target - Zombie1
Height Above Track - 0
Refer to screenshot D
Now go back into your zombie's (the model's) properties, and now set the parent to "zombie"
Almost done!
Now hold shift, and click + drag your path_track forward, it will automatically be set as the next path in the track and will name itself accordingly (ie you don't have to anything apart from shift, click and drag forward, convenient huh?)
3. Making Him Stop Walking When He Reaches His Destination
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It's all well and good making him walk forward, but when he reaches his destination, we want him to stop walking. So we are going to use an input to change the default animation and set the animation to idle.
Open up the second "path_track" that we created. Note that it was automatically named "Zombie2."
Now click the Outputs tab and add the following:
Refer to screenshot E
Optional
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If you want to zombie to walk around in a continuous circle, set a path using the shift, click and drag method we used earlier. Shift, click and drag the path_track named "Zombie2." It will create "Zombie3" then do the same to that, and so on and so on. Don't forget to rotate the path_tracks if you want the model to change direction, and set the field "Next Stop Target" to "Zombie1" on the last path_track in the track you have set. And don't do the output step above.
4. Finishing Off
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Okay, because we want to make it start walking as soon as the game begins, create a "logic_auto" entity and configure it like so:
Refer to screenshot F
5. Recap
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In this tutorial you have learnt how to animate models in Counter-Strike: Source, and how to make the model move along a set path. You can do many interesting things like this using triggers if you know how to.
The other part of this tutorial will show you how you can make Bob attack players who get too close using triggers:
http://www.fpsbanana.com/tuts/5780
-Starving Hobo, first tutorial =)
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| Added: 4 months ago | Tags: zombie, walking, walk, animate, animated, animation, animating, model |
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