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Also, I'm not really sure if this is intentional or not, but the model seems to have no reflectivity (unlike other combine NPC's, like a strider), only shaders. Again, not sure if this is on purpose, just saying.
[Crab Synth SNPC] lua/entities/npc_crabsynth.lua:255: bad argument #1 to 'IsValidModel' (string expected, got nil)
1. IsValidModel - [C]:-1
2. unknown - lua/entities/npc_crabsynth.lua:255
3. Spawn - [C]:-1
4. SpawnNPC - lua/sv_npcd_spawn.lua:512
5. TargetSpawnPreset - lua/sv_npcd_spawn.lua:2290
6. func - lua/sv_npcd.lua:620
7. unknown - lua/includes/extensions/net.lua:33
[Crab Synth SNPC] lua/entities/npc_crabsynth.lua:344: bad argument #1 to 'SetModel' (string expected, got nil)
1. SetModel - [C]:-1
2. SelectSchedule - lua/entities/npc_crabsynth.lua:344
3. unknown - lua/entities/npc_crabsynth.lua:392
Thought I'd mention it.
Ironically you ended up right with the melee.
In case you decide to add beta textures to this addon, it would be great if you kept version with retail textures as a separate spawn in NPC category (kind of like in DevilHawks ministrider addon) so that it would still be compatible with retextures.
Would be cool to see recreations of some stuff that was almost fully coded into hl2 but never made it into visualization stage (eg. electrical drone) in the future
i really don't know. i will think about this for a while and will see whether i'll ever replace materials on this crabsynth.
here is the current situation of mortar synths. nearly done, with the exception of npc sounds and gibbing on death.
sorry that the video stops at some intervals. it was not like that when I took a record.
be aware that you might require recompiling, because
1-) act_range_attack1 is bound to transition animations just like ministrider
2-) firing some of the sounds are handled with animevents and you cannot customize them with ease without decompiling
3-) act_special_attack1 is also bound to transition animations which is partly broken.
i will add my qc and smd files to the description for your little project.