Forum posts

Posted 3 months ago2024-09-13 05:10:54 UTC
in Got a problem with my HL1 sound mod Post #349150
Make sure your audio is also in "Unsigned 8-bit PCM". And the quality can be raised to a limit of 22050 hz.
Posted 3 months ago2024-09-13 04:17:15 UTC
in Got a problem with my HL1 sound mod Post #349149
Some sounds have to replay in normal, but they play one time and stop. Heres a video of it. All preferences are included like 11025 hz and others.

https://youtu.be/IaIrN1Moff8
0:22 sound of computers/servers plays and stops. 1:08 im in computer room and its silent. 5:33 sound of anti-mass spectrometre is playing 3 times and stops, when it got to play normaly. 6:05 its very silent.
Posted 3 months ago2024-09-12 20:16:01 UTC
in HELP!My HLBSP is died again Post #349148
I didn't notice. I will look at your RMF file soon.

By the way, it's over here on TWHL's tools section:
https://twhl.info/wiki/page/Tools_and_Resources#Compile_Tools
Look for "Vluzacn's ZHLT v34".
Admer456 Admer456If it ain't broken, don't fox it!
The latest Steam update finally seems to have bricked the Windows 7 machine I keep around for things that require Windows. Now, HL2 etc run fine on Linux, but I'm not so sure about Hammer and all the other modding tools. They're not even included in the Linux build of HL2, so Valve clearly didn't bother porting written-for-Windows-95 software to SteamOS.

Anyone have experience emulating Hammer and the rest of Source SDK on Linux? I've never messed with WINE or the likes, but I will probably have to, and I'll be grateful for any help.
Posted 3 months ago2024-09-12 18:52:37 UTC
in HELP!My HLBSP is died again Post #349146
BTW,pls see my map rmf file,thx
Izuko_Fukuda Izuko_FukudaWelcome to Fukuda of House!
Posted 3 months ago2024-09-12 18:52:03 UTC
in HELP!My HLBSP is died again Post #349145
Hmm,I used I at Chinese Tieba's HLBSP,btw,where can get new and better Compiler? :\
Izuko_Fukuda Izuko_FukudaWelcome to Fukuda of House!
Posted 3 months ago2024-09-12 18:49:17 UTC
in HELP!My HLBSP is died again Post #349144
It is crashing at some point. It's hard to guess what the cause is, with just a compile log and no screenshots of the map or any further information.

I see that you are using some compilers from 2012? Have you tried using Vluzacn's HL Tools a.k.a. VHLT?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 months ago2024-09-12 18:23:58 UTC
in HELP!My HLBSP is died again Post #349143
As the title suggests,I have hlbsp undoubtedly had problems compiling my new map,the log are as follow:

** 执行...
** 命令: 改变目录
** 参数: F:\.temp\steam\sam\steamapps\common\Half-Life

** 执行...
** 命令: 复制文件
** 参数: "G:\de_tamaya.map" "\de_tamaya.map"

** 执行...
** 命令: F:\tools\hlcsg.exe
** 参数: "\de_tamaya"

hlcsg v3.4 VL30 (Nov 23 2012)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlcsg -----
Command line: F:\tools\hlcsg.exe \de_tamaya
Arguments: \de_tamaya -low -estimate -wadautodetect
Entering \de_tamaya.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wadcfg by file [ None ] [ None ]
wadcfg by name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.16 seconds)
CSGBrush:
(0.86 seconds)

Using Wadfile: \.temp\steam\sam\steamapps\common\half-life\valve\halflife.wad
- Contains 23 used textures, 14.37 percent of map (3116 textures in wad)
Using Wadfile: \.temp\steam\sam\steamapps\common\half-life\czero\de_hankagai.wad
- Contains 122 used textures, 76.25 percent of map (250 textures in wad)
Using Wadfile: \de_tamaya.wad
- Warning: Larger than expected texture (784172 bytes): 'JP_STALLER_AD1 '
- Contains 3 used textures, 1.88 percent of map (5 textures in wad)
Using Wadfile: \.temp\steam\sam\steamapps\common\half-life\czeror\fastline.wad
- Warning: Larger than expected texture (697132 bytes): 'TL_GRY_CLEAN05'
- Contains 11 used textures, 6.88 percent of map (351 textures in wad)

Wad files required to run the map: "halflife.wad;de_hankagai.wad;de_tamaya.wad;fastline.wad;"

added 3 additional animating textures.
Texture usage is at 7.40 mb (of 32.00 mb MAX)
1.80 seconds elapsed

----- END hlcsg -----

** 执行...
** 命令: F:\tools\hlbsp.exe
** 参数: "\de_tamaya"

hlbsp v3.4 VL30 (Nov 23 2012)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlbsp -----
Command line: F:\tools\hlbsp.exe \de_tamaya
Arguments: \de_tamaya -low -estimate -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 500...1000...
** 执行...
** 命令: F:\tools\hlvis.exe
** 参数: "\de_tamaya"

hlvis v3.4 VL30 (Nov 23 2012)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlvis -----
Command line: F:\tools\hlvis.exe \de_tamaya
Arguments: \de_tamaya -low -estimate
Error: Portal file '\de_tamaya.prt' does not exist, cannot vis the map

----- END hlvis -----

** 执行...
** 命令: F:\tools\hlrad.exe
** 参数: -extra "\de_tamaya"

hlrad v3.4 VL30 (Nov 23 2012)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlrad -----
Command line: F:\tools\hlrad.exe -extra \de_tamaya
Arguments: -extra \de_tamaya -low -estimate
There was a problem compiling the map.
Check the file \de_tamaya.log for the cause.
----- END hlrad -----

In fact,it's all just because my hlbsp is stuck at 1000% and not moving at the very beginning,I can't find out exactly where the cause of the problem is ,that's all I know.
How do i fix this? :(
btw,my rmf file here:
https://drive.google.com/file/d/1WluSAc8Tw9tLzFZ8uC4439OwHSLq_WA9/view?usp=sharing
Izuko_Fukuda Izuko_FukudaWelcome to Fukuda of House!
Posted 3 months ago2024-09-12 13:41:09 UTC
in Half-Life Featureful SDK Post #349142
Wow, this is really cool. Becoming better with every release :-)
Posted 3 months ago2024-09-12 11:19:33 UTC
in Half-Life Featureful SDK Post #349141
New release https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-09-12

Changelog

New monsters added

New monsters demonstration
monster_floater

An alien creature cut from Half-Life with no clearly defined canonical behavior. The current implementation is taken from Field Intensity - floaters are suicidal flyers who come to enemies and explode. Take the model from Field Intensity to enable glowing sprites attached to the floater (with the standard model from Half-Life the glowing sprites won't spawn).

monster_flybee

The fast moving flying creature with range attacks. Ported from Half-Life Invasion.

monster_panthereye

An alien creature cut from Half-Life. The current implementation is quite simple - just running and doing claw attacks. The model is included in the sample mod, with ACTs set correctly on sequences and added events for the melee attack.

monster_robocop

A boss robot ported from Poke646. Note: the resources (the model and sounds) for this NPC are not included in the sample mod. You can take them from Poke646.

Thanks to malortie and nekonomicon for reverse-engineering Poke646.

Bugfixes

  • Fixed robogrunts damage reduction not being applied against some attacks.
Very much at the very top for me, something that makes me not even click past the thumbnail, is seeing it's a mere content replacement pack.
"Edgier zombie mod". "Realistic MP5 mod". Stuff like that. It has been over 25 years since HL came out, and any novelty any such packs could bring is long gone. Past that, there's nothing interesting those packs bring to the gameplay value.
What are the things that inmediately make you say "This mod is just as any other! Why should i even bother..."?. It can be anything: features, story, gameplay mechanics, maps, etc.
I'm trying to see what people do not like in a Half-Life mod.
Posted 3 months ago2024-09-11 19:33:19 UTC
in NEED HELP WITH TELEPORT SEQUENCE!!! Post #349138
nothing in the compile log, mostly just with the sequence.
Posted 3 months ago2024-09-10 00:04:14 UTC
in NEED HELP WITH TELEPORT SEQUENCE!!! Post #349137
Are there any errors in the compile log or in the developer console when testing? Accurate or not, recompiling a decompiled map is bound to cause some issues.
monster_urby monster_urbyGoldsourcerer
Posted 3 months ago2024-09-08 22:15:52 UTC
in Need help with monstermakers!!! Post #349136
Not possible either, in vanilla.

Since you mentioned it's an endless battle but that weapons are piling up somehow, then I assume it means you're providing the player with constant supply of ammunition.
If you insist on staying vanilla, then perhaps getting rid of this ammunition supply could help towards staying within the entity budget, by forcing the player to collect the dropped weapons for ammunition. Not the perfect solution, but might be the best you can do without code changes.

Either that, or replace the human soldiers with monsters that don't drop anything on death.
Posted 3 months ago2024-09-08 20:37:01 UTC
in Need help with monstermakers!!! Post #349135
Then how about removing weapons on the ground in each amount of time?
Posted 3 months ago2024-09-08 17:06:08 UTC
in Need help with monstermakers!!! Post #349134
As far as I'm aware there's no option to disable weapon drop by monsters in vanilla HL/Op4.
That would need some game code changes.
Posted 3 months ago2024-09-07 18:52:09 UTC
in Need help with monstermakers!!! Post #349133
im trying to create the timeless battle that involve monster_human_grunt or monster_male_assassin in, the problem is that when Hgrunt or Massn die they drop weapon on the ground, if it happen in long time the maps will reach max_edicts error so I want to hgrunt and massn make from monstermakers didn't drop any weapon or any method to remove all weapons that hgrunt/massn drop off, mapping for vanilla HL and OP4.
Posted 3 months ago2024-09-07 15:48:33 UTC
in Half-Life Featureful SDK Post #349132
New release https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-09-07

Changelog

Introducing Soundscripts

Now instead of referring to .wav files NPCs and some items are using soundscripts similar to ones from Source. This allows to redefine what set of sounds and with what properties the entity will play in certain situations without changing the code. Soundscripts can be edited in the sound/soundscripts.json file. For example, you can change the list of zombie's pain sounds and its properties (volume, pitch and attenuation).

Read the wiki article on soundscripts

Bugfixes

  • Fixed a bug with env_smoker save-restore that caused the game crash on save.
  • Fixed a bug with a gonome gut projecile save-restore.
  • Fixed motion_manager being able to remove auxiliary entities of another motion_manager with the same name (Thanks Sparks for reporting).
  • Fixed JSON errors not being reported on client console.

Entities

  • New entity ambient_extraspeaker that allows to play sounds on the entity without occupying its own audio channels. This can be used on the player for a narrator voice - the audio will follow the client sounding like it's playing in the player's head.
  • Added Obey TriggerMode and Start On spawnflags for motion_manager.

File formats

  • A number range in some .json files now can be defined via two-element array.
  • A color in templates/warpball.json now can be defined via three-element array.
Posted 3 months ago2024-09-07 15:46:40 UTC
in NEED HELP WITH TELEPORT SEQUENCE!!! Post #349131
im trying to rework the sequence from half life decay where you end up in a black void and barney jumps through a portal, and ive used a highly accurate decompiler to decompile "dy_outro", but i cant seem to get the sequence to play. help is appreciated!
Posted 3 months ago2024-09-05 11:07:32 UTC
in cry of fear embedded bsp textures modification Post #349130
  1. Open command prompt.
  2. Use ripent to export a .wad file of the textures on the map:
    <path/to/ripent> -textureexport <path/to/bsp>
  3. Open the wad file in Wally. Note that there will be a lot of gaps of missing textures. That's normal, and mean those are "referenced" but not embedded into the bsp.
  4. Open the valid images in the wad and edit as you wish.
  5. Save the wad file when you're done, and close Wally.
  6. Use ripent again to import the edited wad file back into the bsp:
    <path/to/ripent> -textureimport <path/to/bsp>
As for those empty wad entries, try find them in one of the WADs in the mod folder, which the bsp loads externally. Edit them the same way with Wally.

Protip: you can copy and paste images into Wally (but I don't guarantee that it'd look good)
Posted 3 months ago2024-09-03 21:40:52 UTC
in Post your screenshots! WIP thread Post #349129
thanks
Posted 3 months ago2024-09-03 19:25:37 UTC
in Post your screenshots! WIP thread Post #349128
That's a beautiful beam, Windawz :heart:
Admer456 Admer456If it ain't broken, don't fox it!
Also please don't make duplicate threads. People will reply when and if they can help.
(Previous thread: https;//twhl.info/thread/view/20845)
Duplicate thread is gone now - Urby
Posted 3 months ago2024-09-02 20:20:15 UTC
in cry of fear embedded bsp textures modification Post #349126
is there a way to force the game to use the wad textures instead of the bsp textures?

is there a way to force my textures into to bsp file and overwrite the originals?
Posted 3 months ago2024-09-02 20:16:36 UTC
in cry of fear embedded bsp textures modification Post #349125
sorry guys i forgot to say that im actually just reprocessing/denoising the textures ie: upscaling downscaling. the textures will be added back in at the same resolution.

so can anyone answer the original question?
Posted 3 months ago2024-09-02 16:58:03 UTC
in cry of fear embedded bsp textures modification Post #349124
If the end goal is to upscale the textures, what you can do instead is to turn them into detail textures. there's a few ways to apply them back on the original faces, one of which is as follows: Tutorial: (Almost) correct detail textures for upscaling WAD textures
post the log. always post the log.
Hi all, I have been trying to replace heads on the decompiled gus.mdl HD model https://media.moddb.com/images/mods/1/6/5663/32668.jpg
I decompiled the model using crowbar, and tried to replace the head with a ambient.impact walter head, since they both have the exact same animations. I tried to do so by simply renaming it to the same name as the gus_head_reference.smd file. When i recompiled the model again, it came out as 0KB. I am trying to replace the heads to learn the basics since i'm a beginner in modding as a whole.
Posted 3 months ago2024-09-02 16:28:15 UTC
in Post your screenshots! WIP thread Post #349121
made a cool beam today
User posted image
This post was made on a thread that has been deleted.
Posted 3 months ago2024-09-02 15:47:45 UTC
in cry of fear embedded bsp textures modification Post #349119
It's going to be very tedious, I'd advise to not bother. If you change the resolution of a texture, you'll have to change so many other things in the BSP as well, i.e. scale down the UVs, which leads to more world polygons (they're subdivided every 240x240 texture pixels), and you never know if you're gonna run into lightmap limitations.

There is no such thing as an "accurate decompilation" because the BSP simply doesn't have much data. It has processed faces, but not whole brushes, best decompilers can do is guess. This means no clip brushes, sometimes no triggers either. If a face is optimised away and removed by the compiler, you cannot get it back. There's just not enough data in the .bsp, simple as that.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 months ago2024-09-01 18:56:15 UTC
in cry of fear embedded bsp textures modification Post #349117
i need to upscale the textures from the bsp maps and re embed them somehow but i dont know how. my attempts to decompile the maps failed so im stuck now. i just need to know how to accurately decompile the maps and then recompile them in a functional way... or i need to know how to force add the graphics into the existing bsp/replace existing textures inside bsp file and save it. HELP!
Posted 3 months ago2024-09-01 14:45:01 UTC
in game_team_master "is broken"? Post #349116
on the wiki it says that game_team_master "is broken and will not filter teams properly". what does that mean?? are there any specific entities that don't work with it? is this fixed in the half-life updated sdk?
In my 10 years of modding, I think I've earned up to 400€, most of which was programming, a small percentage of it being mapping. And keep in mind, this was GoldSRC.

On the other hand, I got way more by getting involved in a couple commercial projects, Source and idTech-related.
So it's definitely possible and it definitely happens, but very rarely so, plus you gotta be exceptional and timely. After all, it is professional work you'd be offering.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 months ago2024-08-29 21:15:46 UTC
in How realistic would be making money just by modding? Post #349114
A portfolio would be interesting, gonna check on doing that one day.
Posted 3 months ago2024-08-29 20:37:43 UTC
in How realistic would be making money just by modding? Post #349113
As you say, there is not much demand.
Though there are people out there still willing to pay for getting modding work done, it's just a matter of finding them (or getting found by them) and prove to them your skills are worth it.

A good start would be building up a portfolio, a collection of work you've done to show off your skills.
Posted 3 months ago2024-08-29 20:15:09 UTC
in How realistic would be making money just by modding? Post #349112
I got this idea in my mind, when i saw popular mods opening Patreons to continue development. Well yes, these are big projects and is required a lot of time for their final realese, but i was thinking... what about a freelance job? like, someone ask you to program a weapon, an entity or a NPC in their mod for a few bucks (of course, for a very very cheap price).
Tho most of the projects i've saw where made by a lot of people with no financial motivations, i see a few cases where someone was willing to pay money just to code a few things (at least on Moddb), so my question is: How probable is to find people who is interested in your coding habilities and wants you to do a commission in the Source engine? or even more... in the Goldsrc engine? They are very old engines and i don't think there's that much demand for coding of these like in Unreal or Unity. (Also because most of the people who moddify very old games do it for their own projects istead of economic reasons, just like i do, i don't really want to tie my projects with monetization)
I tried this method,but somehow it seems doesn't work well.Everytime I press the mouse left button,it will fire until bullet is exhausted.after reload it will shoot again without any control.
I found something interesting while looking at glock.mdl in counter-strike.The shoot1 and shoot2 sequence is 3 round burst while only shoot3 sequence is simi-automatic.Maybe similarly to it we can create a new burst animation then use it in the code?(Like when pressing the button execute the PrimaryAttack( ) three times but only play the burst animation once?)
Posted 3 months ago2024-08-29 07:50:25 UTC
in Why are there sparkle things around monster_zombie? Post #349110
The pollen effect is a visual indicator used by the game to show that a monster is stuck in geometry, e.g. in a wall or, as in your case, in the floor.
I seem to have fixed it by moving the zombies a bit up.
I was testing my level and this just happened out of nowhere. here is a image
When i was working on the Armorman tutorial here

https://twhl.info/wiki/page/Monsters_Programming_-_Standard_and_Squad_Monsters

i ended up setting up a idle patrol routine that just traces a line to a wall and then switches to a task that turns him right when he reaches a certain distance to the wall.
I noticed that there are no tasks written to follow a path to a specific vector coordinate. All the follow tasks were instructing to follow an entity.

to do this i had to check the BuildRoute function and i noticed that it calls a function called:
CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist )

so inside this function i added a condition that says if there is no target entity and it just has a vector end location then it can return a valid move.

if (pTarget == NULL && vecEnd){
iReturn = LOCALMOVE_VALID;
break;
}

But yeah im surprised they didnt have this implemented already. The patrol rountine works, though obviously this is a test and not how id program the patrol for an actual game, this reminds me of my high school robotics class where i had to program the robot to sense wall and change direction, cool to see it digitally though haha.

Heres the video demo of the patrol routine.
ARMORMAN DEMO
My next project is going to me modelling a custom model, texturing, animating and then programming it into the mod.
Im a photorealism color artist as well as a 3d modeller and mapper so ill probably have what it takes to add quality models in the mod i think :)

I havent coded the patrol to resume after it is in combat so someone would need to modify it to do that but i will share the GitHub link so you can reference it if you are having issues with this tutorial. But the shield logic is all implemented, as well as reload, shoot, chase, etc.

https://github.com/TylerMaster/ICE1/blob/BRANDON_SMITH_Ex1/armorman.cpp

PS: i added a really jankie RNG script for the shots, the offset is a bit too much so you might want to copy how its done in the projectile monster tutorial here.
hah i noticed that in the forum comments. I actually learned a lot from your youtube videos so thank you for your efforts :P
I remember being 14 and trying to figure out this specific thing, almost a decade ago. I remember I did some stupid nonsense thing to get it to compile, and then it crashed whenever the monster looked at me. I've come a long way since and, even though this would be super easy for me now, it gives me a unique kind of satisfaction, justice almost, to see someone publish a solution. Thank you.

I sure wonder why they returned null in GetScheduleOfType, probably an SDK difference of some sort? In either case you can also edit the tutorial itself.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 months ago2024-08-28 13:56:50 UTC
in code modding counter strike? Post #349104
It was reverse engineered long ago. Look for regamedll.
Hey yall i thought i might share my solution to all the errors/bugs with the NPC projectile tutorial here

https://twhl.info/wiki/page/Tutorial%3A_Coding_NPCs_in_GoldSrc

I posted my solution in the comments but i might as well give yall a heads up.
since everyone has been having trouble with this and i needed to learn projectiles, i decided to work on fixing the bugs in this tutorial.
The integers that represent the animation events were not the same as what was written in the .qc for the melee attacks and reload so you had to change it to this
#define PDRONE_FIRE_SPIKE ( 1 )
#define PDRONE_MELEE_LEFT ( 2 )
#define PDRONE_MELEE_RIGHT ( 4 )
#define PDRONE_MELEE_BOTH ( 6 )
#define PDRONE_RELOAD ( 7 )
the return NULL under GetScheduleOfType was causing crashes so i changed it to:
return CBaseMonster::GetScheduleOfType(Type);
i had to make a custom checkAmmo function and override checkRangeAttack1 and explicitly call them in getSchedule.

and thats about it. heres a video preview of the changes i made and the showcasing it working. I will share the gitHub Code below so you can reference it.
PROJECTILE NPC
GITHUB FILES:
https://github.com/TylerMaster/ICE1/blob/BRANDON_SMITH_Ex1/wip_monster.cpp
https://github.com/TylerMaster/ICE1/blob/BRANDON_SMITH_Ex1/wip_monster.h
I found how to. it was "MenuHintColor" in the TrackerScheme.res file : D
User posted image
Diechie Diechiehello!
I guess you could create a flag m_fInBurst (set to false in Spawn()) that you set to true in PrimaryAttack() if m_iBurst is equal to m_iMaxBurst, and set to false if m_iBurst is zero.
If m_fInBurst is true, set m_flTimeWeaponIdle to 0.1.

Then in WeaponIdle() do something like
void CMP5::WeaponIdle()
{
    if (m_fInBurst && m_iBurst > 0)
    {
        PrimaryAttack();
        m_flTimeWeaponIdle = 0.1;
        return;
    }
    // ... rest of code
Essentially use PrimaryAttack() to start the burst fire, and let WeaponIdle() as a loop to call PrimaryAttack() until the burst count is exhausted.

Again, I'm just guessing here.
Thanks for your reply!
I tried this method and make a little change in it.Now it can fire in 3 round burst.
However,it still a little difference to what i expected.
Now it needs to press and hold mouse left button to fire 3 shots,what i really want is when i click the button,it will fire 3 shots(Just like the Glock in counter-strike).Can you help me?