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Thanks for pointing me to that map anyway!!, I don´t feel myself to play again the whole HL to search for a patrolling npc through all the maps
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Uhm, monster_playerYes, it exist!! It is in the SDK 2.3, I find it!!
//================================================
// playermonster - for scripted sequence use
//================================================
if ( m_iHeat >= 200 )This is what it looks like. THe sprites look bad because the version of Xash3D I am using has this problem still unsolved (AFAIK). Well, i hope this will be useful to someone!.
{
m_flCooldownTime = gpGlobals->time + 2.0f;// Shepard : This forces the player to wait 3 seconds for the weapon to cool down
m_flNextSecondaryAttack = 3.0f;
#ifndef CLIENT_DLL
EMIT_SOUND(ENT(pev), CHAN_ITEM, "weapons/overheat.wav", 1, ATTN_NORM);//Sonido recalentamiento-OverHeat sound
// lots of smoke
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ) );
WRITE_COORD( RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ) );
WRITE_COORD( pev->origin.z - 21 );
WRITE_SHORT( m_iSpriteTexture );
WRITE_BYTE( 12 );// scale * 10
WRITE_BYTE( 5); // framerate
MESSAGE_END();
#endif
return;
}
ALERT( at_console, "Smoke!!!\n" );...inside the function, but the message does not show in the console neither in the log of the mod.
if(m_iHeat>=200)Now the game does not crash or locks up (
{//New Bracket
{original code here}
{my code here}
}//New Bracket
I do believe monster_generics can still walk to scripted_sequences, so try that maybe?So if I put a monster_generic on point A so it target point B and make so a multi_manager tell the monster play the walk animation it will go from point A to B?.
void CTwohand::Precache( void )
{
PRECACHE_MODEL("models/v_twohand.mdl");
PRECACHE_MODEL("models/w_twohand.mdl");
PRECACHE_MODEL("models/p_twohand.mdl");
m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL
PRECACHE_MODEL("models/w_9mmARclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/clipinsert1.wav");
PRECACHE_SOUND("items/cliprelease1.wav");
PRECACHE_SOUND ("weapons/hks1.wav");// H to the K
PRECACHE_SOUND ("weapons/hks2.wav");// H to the K
PRECACHE_SOUND ("weapons/hks3.wav");// H to the K
PRECACHE_SOUND ("weapons/357_cock1.wav");
m_usTwohand = PRECACHE_EVENT( 1,"events/twohand.sc");
m_usTwohand2 = PRECACHE_EVENT( 1,"events/twohand2.sc");
m_iSpriteTexture = PRECACHE_MODEL("sprites/smoke.spr");//Here it is initialized, Solokiller.
}
Vector vecSrc = m_pPlayer->pev->origin;
[green]// lots of smoke[/green]
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( vecSrc.x * 10 );
WRITE_COORD( vecSrc.y * 10 );
WRITE_COORD( vecSrc.z * 10 );
WRITE_SHORT( m_iSpriteTexture );
WRITE_BYTE( 25 ); [green]// scale * 10[/green]
WRITE_BYTE( 10); [green]// framerate[/green]
MESSAGE_END();
}Vector vecSrc = m_pPlayer->GetGunPosition();
[green]// lots of smoke[/green]
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( vecSrc.x );
WRITE_COORD( vecSrc.y );
WRITE_COORD( vecSrc.z );
WRITE_SHORT( m_iSpriteTexture );
WRITE_BYTE( 25 ); [green]// scale * 10[/green]
WRITE_BYTE( 10); [green]// framerate[/green]
MESSAGE_END();
}Vector vecSrc = m_pPlayer->GetGunPosition();
// lots of smoke
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE ( TE_SMOKE );
WRITE_COORD( RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ) );
WRITE_COORD( RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ) );
WRITE_COORD( vecSrc.x );
WRITE_COORD( vecSrc.y );
WRITE_COORD( vecSrc.z );
WRITE_SHORT( m_iSpriteTexture );
WRITE_BYTE ( 2 ); [green]// life[/green]
WRITE_BYTE ( 25 ); [green]// scale * 10[/green]
WRITE_BYTE ( 10); [green]// framerate[/green]
MESSAGE_END();
}WRITE_COORD( GetGunPosition );[quote]
Any ideas?. If I put it on the main conditional of the overheat code (thanks Solokiller and Shepard wink-wink -I know that overheat code is (c) Shepard, but I consider that Overheat is together with the "reload call" (c) Solokiller a whole which made this mod as it is now, so I always thank them every time I can.) the game crashes. unhappy -
#ifndef CLIENT_DLL//Whitout it cl.dll won´t compile!!
// lots of smoke
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ) );
WRITE_COORD( RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ) );
WRITE_COORD( pev->origin.z);
WRITE_SHORT( g_sModelIndexSmoke );//Tried m_iSpriteTexture
WRITE_BYTE( 25 ); // scale * 10
WRITE_BYTE( 10 ); // framerate
MESSAGE_END();
#endif
}He doesn't use a grid (those grey lines in the 2D views) in QuArK, and probably doesn't even use the snap-to-grid function, to align things. He uses a ruler and the info_player_start to get the lengths/dimensions of what he's making.Exactly!!, I use it as a 4 meter high, 2,5-3 meter wide character (the APU).