{event 5001 0 51}5001 The event itself, it is hardcoded.
// Houndeye
sk_houndeye_health1 "20"
sk_houndeye_health2 "20"
sk_houndeye_health3 "30"
sk_houndeye_dmg_blast1 "10"
sk_houndeye_dmg_blast2 "15"
sk_houndeye_dmg_blast3 "15"
//Hope I help!
Output .MDL
$modelname "C:\DevZWC20\Elementos\Modelos Muelle Definitivos\Borde Exterior\bordext.mdl"
// Directory of .SMD
$cd "\DevZWC20\Elementos\Modelos Muelle Definitivos\Borde Exterior\"
// Directory of .BMP
$cdtexture "\DevZWC20\Elementos\Modelos Muelle Definitivos\Borde Exterior\"
$cliptotextures
// Write textures into a ???T.mdl
//$externaltextures
$scale 1.0
$body body "body1"
$body body "body2"
$body body "body3"
$body body "body4"
$body body "body5"
$body body "body6"
$body body "body7"
$body body "body8"
// sequences: all sequences are in $cd
$sequence seq-name "sequence" loop fps 1 ACT_IDLE 1
monster_genericThis is how is configured, what I obtain is this:
Targetname: asc1
trigger_auto
Target: anim1
Delay: 30
Remove on fire: YES
aiscripted_sequence #1
Targetname: anim1
Target: anim2
Delay: 66.6
m_iszEntity: (that´s how it is defined in Quark but it says that it´s Target Monster, the same item of Hammer) asc1
m_iszIdle: idle_on (also, Quark says that it is not necessary, but if I don´t put it, the monster_generic plays any of the idle sequences randomly) idle_on
m_iszPlay: (this is how the the animation tab is defined in Quark) deploy
aiscripted_sequence #2
Targetname: anim2
Target: anim3
Delay: 30
m_iszEntity: asc1
m_iszIdle: idle_stand
m_iszPlay: idle_stand
repeatable: YES
aiscripted_sequence #3
Targetname: anim3
Target: shake2 (a simple earthquake effect for the fall)
Delay: 10
m_iszEntity: asc1
m_iszIdle: idle_off
m_iszPlay: die
Leave Corpse: YES
"asc1" found and usedetc, etc (it says this continuously)
script "anim1" using monster "asc1"
Found asc1, but can't play!
Cancelling script: idle_stand
script "anim2" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: die
script "anim3" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: idle_stand
script "anim2" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: die
script "anim3" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: idle_stand
script "anim2" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: die
script "anim3" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: idle_stand
...
Something like this in CMonsterMaker::MakeMonster:I was so tired last night and also I focus my attention in the block of code...
m_cSpawnedChildren should be incremented later in the method to track monster spawns....should this be like this?, putting the declaration of the integer in the first lines of the monstermaker.cpp file, in class CMonsterMaker : public CBaseMonster
int m_cSpawnedChildren;Also, should I set a value for m_cSpawnedChildren?, something like:
m_cSpawnedChildren = 40;And put it into the MakeMonster function, of course. If the MaxLiveChildren flag is overriden, the m_cSpawnedChildren value will keep the MonsterMaker from spawning more monsters, right?
int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_CLIENT|FL_MONSTER );
if ( count )
{
// don't build a stack of monsters!
return;
}
[/quote]float flAdjustedDamage;
float flDist;
CBaseEntity *pEntity = NULL;
// iterate on all entities in the vicinity.
[blue]while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, 800 )) != NULL)[/blue]
{
if ( pEntity->pev->takedamage != DAMAGE_NO )
{
{
flAdjustedDamage = 30;
[/quote]Number of monsters (monstercount) - The maximum number of entities to spawn. -1 is infinite.Well, I know that what frequency does is that a new monster is spawned, in # secs. that is, instantaneously afer one monster is killed, or at a certain amount of time if you put, let´s say, 1 or 10 or 60 secs, right?.
Frequency (delay) - Delay, in seconds, between each monster being spawned. If -1, a new monster will only be spawned after the previous has been killed.
Max live children (m_imaxlivechildren) - Maximum number of live children allowed at one time. Spawnings will be suspended until a monster dies. A value of -1 means infinite.