Animating a NPC

Midday_Fury

L1: Registered
Dec 13, 2015
13
1
Hello everyone, I am making a deathrun map, and I have hit another bump in the road.

For a trap, I wish to make it so that a heavy shoots at a few props, and ultimately "breaks" them, allowing him to unintentionally kill whoever is within the trap area. And after this, and engineer pops in to "rebuild" the props he destroyed.

Questions:
How do I make the Heavy appear to shoot his minigun?
How do I make the Engineer appear to rebuild the props? (Much like building a sentry)
To make the props "break" and then reappear, should I just set an output in the trap button to enable/disable?
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208

Midday_Fury

L1: Registered
Dec 13, 2015
13
1
I have made a prop_dynamic with the heavy model, but what is tripping me up is the animation part. The default animation box is a type-in box, not a drop-down menu, so i have no idea what to even type in there.
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
I have made a prop_dynamic with the heavy model, but what is tripping me up is the animation part. The default animation box is a type-in box, not a drop-down menu, so i have no idea what to even type in there.
The model viewer has an "animations" tab with a list of all valid animations for a prop. Simply enter the name of the one you want to use into the box.
 

Midday_Fury

L1: Registered
Dec 13, 2015
13
1
Actually, I found that "model" tab right after posting this, but the animation I need is broken, it just makes the heavy lie down on the ground and sort of shake. I had to rethink the trap because of this. Quite disappointing really.
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
a lot of animations are in parts, ie the arm movements as one and the pose as another, i think you need to combine them
 
Mar 23, 2013
1,013
347
I'm not sure but I think you can combine animations with the input SetDefaultAnimaion and SetAnimation.
Try to experiment in-game with the ent_fire command. Try those two input and try different animations and see if you could get it to work like you want.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
For something this complex, you're probably going to have to decompile the character models and make a custom animation that encompasses the entire sequence. And then somehow export that as a separate version of the model with a custom filename, which will then be packed into the map.