Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Because if that's what's happening, then you must've committed accidental code technomancy, because I literally can't make him do that even on purpose.
If you meant to say that he is not moving, then something on your end must be overriding his AI. Make sure your game settings are not at fault.
For one, what in the world is going on with the camera angles in the intro, that's not how they're supposed to look in vanilla Half-Life 2.
For two, how the heck did you get him to t-pose in the citadel scene? He's literally using a default Half-Life 2 animation tailored specifically to him.
And for three, his door shouldn't be entirely missing like that upon first approach.
I think you have more problems than just G-Man's lack of running.
I can't find the problem
you prob have episodic model fix