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Crab Synth NPC #226

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merged 4 commits into from
Nov 13, 2023
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Blixibon
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@Blixibon Blixibon commented Oct 18, 2023

The cut Crab Synth NPC recreated from scratch in Source 2013 as a new type of Combine armored unit. It borrows tactics from Combine soldiers and possesses the same charging ability as the antlion guard.

Although it still contains a lot of its original functionality, this take on the NPC is very different from what is traditionally associated with the Crab Synth. It can move while shooting, aim its gun in any direction, launch its own special type of grenade, and even jump down short distances.

For most of these new abilities, this NPC uses custom animations based directly on the retail HL2 model. Some of these animations are shoddy and may be improved in the future. This NPC also uses a few sounds created by CW3D, with other sounds using HL1 vortigaunt sounds as placeholders.

This does not use any leaked sources.


This attached file contains assets required to run this. Most of the content will most likely be included in an upcoming update alongside the Crab Synth NPC itself.

The following short, unedited video shows crab synths in action:

https://youtu.be/JvNXuoXrhvs


Known issues:

  • Occasionally, when spawned, physics objects in between the crab synth and the map origin go flying and sometimes even kill the spawning crab synth. This appears to already happen with striders as well and may not be easily fixed.
  • The crab synth may occasionally get caught in a soft loop trying to establish line of fire (i.e. it thinks it has line-of-fire and stops moving, even though it doesn't).
  • When ragdolling, a part of the crab synth's torso looks oddly stretched.

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I left a comment about some confusing verbage in the header documentation

@Blixibon Blixibon marked this pull request as ready for review November 13, 2023 04:02
@1upD 1upD merged commit 1955516 into entropy-zero:ez2/mapbase Nov 13, 2023
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2 participants