probably cause they probably had it designed in Half Life 2 Beta when the game was less about pandering and more about a good storyline. Sry, I don't have any source confirming this, I'm just guessing.
it would be nice if you gave a download link, since it would be a good prefab that would speed up the process of doing this. other than that, nice job!
I've got a quick question. I'm just a little confused on step 12 were you have to parent 'Rope2' to the combine soldier. I'm not sure if you put the parent name next to 'setparent' in the Via this output or put the parent name in the 'Parent' box in the Rope2 entity.
Put the parent name next to "SetParent in the Outputs, so In the scripted_sequence Outputs: On Begin sequence tell (rope name) to (SetParent) to (name of combine soldier) Then go to step 13 to continue. Thank you for your comment.
@@CombineAssistant Sweet, thanks. One more queston - what seems to be the difference between rappel_b and f? And what does rappel_a_preidle look like? I never used an entry animation and the soldier swings right into it smoothly.
@@DcsealCMB The difference between rappel_b and f is with rappel_b the Combine Soldier waits a little before jumping off the wall block, while with rappel_f the Combine Soldier jumps off the wall block as soon as he comes near it as you can see in the video. Rappel_a_preidle looks like the Combine Soldier is crouching holding the zipline cable in the left hand while holding their gun in their right hand.
do i have to name another rope "zipline" bc the rope2 kinda didn't work Edit; it was the logic relay ir removed the rope1 so the rope 2 dont know here is rope 1 Edit 2: i odnt know if its me or something got deleted but the zipline sound effect is not there on the Hl2_sound__misc_dir.vpk
Yes these scripts are from episode 1. The one from Half-Life 2 Beta is a script called e3_sewer used by an overwatch soldier, where one is shown climbing down a ladder, then it jumps down from the ladder to face the player and Alyx only for it to get impaled by a hydra.
Here are the names of the sounds used. npc\combine_soldier\zipline_clip1.wav npc\combine_soldier\zipline_clip2.wav npc\combine_soldier\zipline1.wav npc\combine_soldier\zipline2.wav npc\combine_soldier\zipline_hitground1.wav npc\combine_soldier\zipline_hitground2.wav
The most underrated scripted sequence animation in any Half-Life game.
It most certainly is.
Well, aside from the tactical side step shown during the Plaza Generator battle in Anticitizen One.
a combine rappelling down a wall is underrated ?
Yeah.
probably cause they probably had it designed in Half Life 2 Beta when the game was less about pandering and more about a good storyline.
Sry, I don't have any source confirming this, I'm just guessing.
what
Holy hell. This is literally the first ever non-deleted video that i liked.
Gosh the memories..
When your surfing the dark web and find your missing socks on sale
it would be nice if you gave a download link, since it would be a good prefab that would speed up the process of doing this. other than that, nice job!
Useful video!
Hey, this may be an gmod content 2 🤔
I've got a quick question. I'm just a little confused on step 12 were you have to parent 'Rope2' to the combine soldier. I'm not sure if you put the parent name next to 'setparent' in the Via this output or put the parent name in the 'Parent' box in the Rope2 entity.
Put the parent name next to "SetParent in the Outputs, so In the scripted_sequence Outputs: On Begin sequence tell (rope name) to (SetParent) to (name of combine soldier) Then go to step 13 to continue. Thank you for your comment.
@@CombineAssistant Righto. Cheers for the help mate 👍
Getting the scripted_sequence is easy, but god damn is the rope part hard. How do you do it?
Just updated the description with a step by step guide on how to do this. (including how to make the rope part.)
@@CombineAssistant Sweet, thanks. One more queston - what seems to be the difference between rappel_b and f? And what does rappel_a_preidle look like? I never used an entry animation and the soldier swings right into it smoothly.
@@DcsealCMB The difference between rappel_b and f is with rappel_b the Combine Soldier waits a little before jumping off the wall block, while with rappel_f the Combine Soldier jumps off the wall block as soon as he comes near it as you can see in the video.
Rappel_a_preidle looks like the Combine Soldier is crouching holding the zipline cable in the left hand while holding their gun in their right hand.
do i have to name another rope "zipline" bc the rope2 kinda didn't work
Edit; it was the logic relay ir removed the rope1 so the rope 2 dont know here is rope 1
Edit 2: i odnt know if its me or something got deleted but the zipline sound effect is not there on the Hl2_sound__misc_dir.vpk
Is that scripts from ep1? Because I remember another one where overwatch soldier had same animation in Hl2 beta hydra scene
Yes these scripts are from episode 1. The one from Half-Life 2 Beta is a script called e3_sewer used
by an overwatch soldier, where one is shown climbing down a ladder, then it jumps down from the ladder to face the player and Alyx only for it to get impaled by a hydra.
@@CombineAssistant seems like they're returned that script from beta and adapted to ep1.
@@rostinthreelips7035 That very well may be the case.
What's the name of the sound effect?
Here are the names of the sounds used.
npc\combine_soldier\zipline_clip1.wav
npc\combine_soldier\zipline_clip2.wav
npc\combine_soldier\zipline1.wav
npc\combine_soldier\zipline2.wav
npc\combine_soldier\zipline_hitground1.wav
npc\combine_soldier\zipline_hitground2.wav
@@CombineAssistant thanks
@@_Schoko Your Welcome :)
how to download this map?
It wasn't map to download this map is only showcasing by the maker Who is making the map are this guy he using an scripted and other in her own map
Lol