Hey, I'm Ok is cool.
I say we team up and create the "JackHunter" half-life mod!
Should i make one big tutorial covering most of OppFor's monsters or should i do it in parts?Most monsters is added basically the same way.
CLIENT_COMMAND((edict_t *)pev,you have to use
CLIENT_COMMAND((edict_t *)m_pPlayer->pev,or it will try to execute the command on the crossbow entity.
Also, yesterday something a little bit different happened.That happened to me all the time when my grpahics card didn't get enough power.
The computer restarted, and then the monitor went in to "power saving mode" and it wouldn't turn on again.
I restarted again to make the monitor work and that didn't work (however I did NOT wait 10 seconds as you are supposed to do)
Only problem I find in using the null texture is it sometimes doesn't stay put in the map upon compiling and I have to fill it in with func_brushesThat's what the NULL texture does, it stops the brushes with it from being rendered.
ent_spawn <ent> <models/model.mdl> - Spawns entity (You can specify a model like in Spirit)here is a video made using it, and here is the download.
ent_scale <scale> - Scale target entity
ent_do <animation> - Play animation on target entity
ent_freeze <time> - Freeze target ent for an amount of time
ent_body - Change target entity's head
ent_skin - Change target entity's skin color
ent_show <1 or 0> - Show ents ingame
ent_peace <1 or 0> - Kinda like ai_disable for hl2
and more
2nd question: do you know that compling decompiled maps is impossible.It's not, and besides, they could've used ripent to add mosnters to the maps. And it's using converted source models, valve will kill you.
you can add a entity with a certain name or property or something which tells the decompiler to crash. i thinks its 'nodecomp' or something.I don't think that works, but if it does you could just open the map in notepad and remove the entity.