Customized Headless horsemann

DraonhawkXD

L1: Registered
Apr 25, 2015
14
0
Heyo, I'm making a map that would involve a frozen ice themed level and I wanted to create a customized version of the Headless Horsemann. By customized, I mean redesign him, remodel him, reanimate, and recreate the sounds, but I have several Questions:
1: Is it possible to replace the Headless Horsemann in 1 specific map?
2: Am I able to animate the Headless Horsemann with SFM?
3: How am I able to spawn him in the map?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
1: HHH is just a model parented to an AI entity. Hell, if you want you can parent the payload model to it.
2: I believe you can export animations as file formats the core game likes to eat in SFM.
3: Just like any prop. It's a prop_dynamic parent to an AI entity (although I do not know which one). The map needs a navigation mesh though, like bots, or it will not move around the map.
 

Egan

aa
Feb 14, 2010
1,375
1,721
From tf/gameinfo.txt:
// This directory is searched LAST. If you visit a server and download
// a custom model, etc, we don't want that file to override the default
// game file indefinitely (after you have left the server). Servers CAN have
// custom content that overrides the default game files, it just needs to be
// packed up in the .bsp file so that it will be mounted as a map search pack.
// The map search pack is mounted at the top of the search path list,
// but only while you are connected that server and on that map.

Meaning you can package in files (like the model of the HHH) into your map, named the same as the existing game files, and it will override the file for your map only. It used to be 'until the server restarted' but steampipe added this cool feature.

Our own Beetle guy made a tutorial a while back on how to spawn a HHH in your own map.
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
It used to be 'until the server restarted' but steampipe added this cool feature.
Oh cool. So that means I can reskin anything I want, from sound files to hit decals, and just pack them in without having to use that other method Aly mentioned a while back? Pity that we're just now learning this.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
Heyo, I'm making a map that would involve a frozen ice themed level and I wanted to create a customized version of the Headless Horsemann. By customized, I mean redesign him, remodel him, reanimate, and recreate the sounds, but I have several Questions:
1: Is it possible to replace the Headless Horsemann in 1 specific map?
2: Am I able to animate the Headless Horsemann with SFM?
3: How am I able to spawn him in the map?

1: Yes. There's a map that uses a boss from The Legend of Zelda game.
2: Yes. But I'm not sure if you can import your animations into the model so easily.
3: Just place an entity called "headless_hatman" in your map and give it "targetname" "<name>"
Then just add that name into a point_template for spawning it.