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 Head crabs? 
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Joined: Fri Sep 21, 2007 9:50 pm
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Post Head crabs?
Is it possible for someone to make a head crab mod?

I have absolutely no clue as even how to begin modding, just wondering if it's possible...it doesn't have to take over the actor it goes all 'head-crab' on, it could atleast kill them.


Mon Dec 24, 2007 4:51 am
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Joined: Sat Nov 03, 2007 9:44 pm
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Location: Flint Hills
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Post Re: Head crabs?
You could make a headcrab; just make it a small crab. It might have trouble walking, being that small though.

It could have a tiny/invisible turret with a melee range weapon, for an attack.

You cannot, at this point, make them attack by actually jumping. You could attach a jetpack that makes it 'jump' but the landing wouldn't be great, due to crabs lack of balance. When we get jumper crabs, (B20 maybe) this could perhaps be implemented.

You could make an attachment to a head gib into a braindead, (Neither team, no AI, just stands still) but living headcrab.

But you cannot make a headcrab that attaches it's self to something, such as a head.



So you could kinda make one.


Mon Dec 24, 2007 5:08 am
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Joined: Mon Apr 30, 2007 10:46 am
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Post Re: Head crabs?
Yeah, after someone makes a headcrab, someone make a headcrab.. canister..
You know, those long things that the Combine shoot and headcrabs pop out of..
>.>


Mon Dec 24, 2007 8:29 am
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Post Re: Head crabs?
You could make it... if the invisible turret fired a burst of invisible particles with short lifetime backwards to make it fly forward. If you want, I could probably do it. There is no way to attach it to an actors head however...


Mon Dec 24, 2007 12:09 pm
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Post Re: Head crabs?
Dragster wrote:
You could make it... if the invisible turret fired a burst of invisible particles with short lifetime backwards to make it fly forward. If you want, I could probably do it. There is no way to attach it to an actors head however...



Well what if upon killing the clone, the clone or headcrab gibbed a zombie?


Mon Dec 24, 2007 6:21 pm
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Post Re: Head crabs?
NeoSeeker wrote:
Dragster wrote:
You could make it... if the invisible turret fired a burst of invisible particles with short lifetime backwards to make it fly forward. If you want, I could probably do it. There is no way to attach it to an actors head however...



Well what if upon killing the clone, the clone or headcrab gibbed a zombie?


1) If the clone gibbed the zombie, then killing that clone in any other way would also gib a zombie.
2) If the headcrab gibbed a zombie it would have to be killed, also see 2


Mon Dec 24, 2007 6:43 pm
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Post Re: Head crabs?
exactly. I think the jumping action is awesome enough alone.


Mon Dec 24, 2007 8:22 pm
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Post Re: Head crabs?
metal chao wrote:
NeoSeeker wrote:
Dragster wrote:
You could make it... if the invisible turret fired a burst of invisible particles with short lifetime backwards to make it fly forward. If you want, I could probably do it. There is no way to attach it to an actors head however...



Well what if upon killing the clone, the clone or headcrab gibbed a zombie?


1) If the clone gibbed the zombie, then killing that clone in any other way would also gib a zombie.
2) If the headcrab gibbed a zombie it would have to be killed, also see 2


just throwing out ideas.


Tue Dec 25, 2007 1:38 am
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Post Re: Head crabs?
Gibbed Actors are braindead, nothing can gib into an attacking zombie.


Tue Dec 25, 2007 3:58 am
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Post Re: Head crabs?
you could make it gib into and invisible Rocket that has a zombie in it that will automatically realse the zombie then you have a controllable zombie


Tue Dec 25, 2007 6:40 am
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Post Re: Head crabs?
Azukki wrote:
Gibbed Actors are braindead, nothing can gib into an attacking zombie.


They used to be braindead.
I don't think they are any more.


Tue Dec 25, 2007 9:53 am
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Post Re: Head crabs?
You can't SELECT a gibbed actor... But you can set a team for it so it works with AI. In other words, you could set the zombie to be on your team, and it would go after the enemy brain, but you wouldn't be able to select it.


Tue Dec 25, 2007 12:44 pm
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