Coding proposal Created 18 years ago2006-10-03 08:53:36 UTC by The Mad Carrot The Mad Carrot

Created 18 years ago2006-10-03 08:53:36 UTC by The Mad Carrot The Mad Carrot

Posted 18 years ago2006-10-03 08:53:36 UTC Post #198360
Since i can do some very basic HL SDK coding, and since i managed to get the monster_otis, monster_cleansuit_scientist, monster_zombie_barney and monster_zombie_soldier working in my test project mod, i would like to write a tutorial on achieving this. Because having these monsters from Oppsing Force in your mod/map adds to the gameplay. I mean, why are there only scientist zombies? Thats why i would like to write a tutorial on this subject: How to code some of the monsters from Opposing Force for use in your own project?

The problem is: Its coding. Coding = C++. C++ = hard. So im not really sure people will find it usefull... I will of course provide a detailed tutorial, and give you example code. All you got to do, is copy/paste the code, and put in the right spot which im gonna tell you. You must own a working C++ compiler and developer environment which is compatible with the latest release of the HL SDK (version 2.3 i think) The HL SDK will be downloadable from my site shortly (:thefinger: fileplanet!).

If there are enough people interested in this, and if i get the permission to write this tutorial, ill be happy to do it. :)
Posted 18 years ago2006-10-03 09:08:07 UTC Post #198361
Sounds good, but I don't have those two things you need. I should get them.
Posted 18 years ago2006-10-03 09:11:38 UTC Post #198362
i am very interested. i myself am a visual basic programmer, and havent gotten fully into c++ yet, and i know alot of the HL/2 coding is copy/paste, but i dont know what :P .

my suggestion is at the end the tutorial, have a small section about what changes you are using hl2. (the file trees are similar iirc)

TWHL needs more coding tutorials! :D
but, including it for HL2 would be more useful for me. :P
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-10-03 09:20:28 UTC Post #198363
Sounds good, but I don't have those two things you need. I should get them.
The HL SDK will available at my site very shortly. I can help you get a C++ developer environment, but i don't want to talk illegal stuff here... Email me. The same goes for anyone else.

penguinboy:

Sorry, this tutorial will be for HL1 only.
There aren't much changes, only additions. But ya, its good idea, i can put together a list of all the additions and possible changes of the code at the of the tutorial.
Posted 18 years ago2006-10-03 09:34:32 UTC Post #198364
I like it!
But also, you would first need to write a tutorial suggesting what program you should use (and where you can download it if it's a free program which would be great) and also how to set it up.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-10-03 09:38:10 UTC Post #198365
Yes that would be good as well.

Off Topic: OMG MADCOW!
Posted 18 years ago2006-10-03 10:43:49 UTC Post #198367
Well, i only have some experience with Microsoft Visual C++ 6.0 which is the recommended tool for compiling the SDK. Setting it up for HL is very easy and ill cover it in the tutorial.

Im uploading the SDK now... Check my site very soon.
Posted 18 years ago2006-10-03 10:51:15 UTC Post #198368
<3
FTW muzzle, I bet loads of people will have use for it (I won't but I think I will experiment with it a little :D )

Off Topic: ZOMG ANNY!
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-10-03 11:06:09 UTC Post #198369
SDK is live.

Get it now! :D
Posted 18 years ago2006-10-03 12:26:25 UTC Post #198377
Thats a great idea, I agree we need more coding tuts.
Posted 18 years ago2006-10-03 12:33:51 UTC Post #198379
Yay. Tutorial: Go for it.

We need some variety.
Posted 18 years ago2006-10-03 12:37:08 UTC Post #198380
Allright. :)

Just one more thing:

Should i make one big tutorial covering most of OppFor's monsters or should i do it in parts? Like:

First ill cover the zombie barney, zombie soldier and cleansuit scientist

Then the second tutorial will cover Otis and BlackOps.

Hows that?
Posted 18 years ago2006-10-03 12:52:31 UTC Post #198381
separate, as long as they are based on the same method or,, what ever.
I mean if like "otis" and "BlackOps" are totaly different then don't combine them, you know what I mean.
I mean that would be confusing.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-10-03 12:58:40 UTC Post #198382
start with the easiest things you know.

I would get Barney Zombies by making a barney-zombie model and using that. cool that it has its own enity tho :)
Rimrook RimrookSince 2003
Posted 18 years ago2006-10-03 13:35:46 UTC Post #198386
Ya, coding zombie barney, zombie soldier and cleansuit sci are very easy compared to Otis, black ops and what not.

Ok so, first tutorial is gonna be:

How to code monster_zombie_barney, monster_zombie_soldier and monster_cleansuit_scientist for use in your mod?
Posted 18 years ago2006-10-03 13:38:40 UTC Post #198389
Can't wait. :D
Posted 18 years ago2006-10-03 13:43:46 UTC Post #198391
I just tested something in my Uplink Ext mod:

PWN!

This won't make it in the mod though. Its just a test. But w00t!
Posted 18 years ago2006-10-03 15:18:05 UTC Post #198395
Are you planning on making the tutorial n00b-proof? As in, you can understand it even if you're one of those people who has never tried coding in their life? Because I'd really like to know how to do this, but all the coding tutorials I've seen assume you have some kind of basic knowledge of what you're doing, which always put me out of luck. :(
Posted 18 years ago2006-10-03 15:20:28 UTC Post #198396
Thats the whole point of this tutorial. :)
Posted 18 years ago2006-10-03 15:22:28 UTC Post #198397
Yippee!
Posted 18 years ago2006-10-03 18:02:41 UTC Post #198415
Nice stuff there, Muzzle. I see you got quite some further than my simple copy-pasting some year ago. I wonder, could you get those grunts to utilize Teh Mightly Grenade Machinegun? For some additional mayhem? ;)

To everyone who's interesting in getting started with C++, Microsoft Visual Studio Express is freely available. I'm not sure if it works well with the HL SDK, but in fact, MSV 6.0 had two particular things it fell about too (wavelength has an article on how to fix those 2 code lines).
Posted 18 years ago2006-10-03 22:05:49 UTC Post #198434
sounds good. But perhaps you can go from a range of things. Like, adding a scientist would be one.. then adding an alien and what kind of effects you could have it make, like perhaps go over the houndeye and it's attack.. etc.. hard to explain.. but ya.. sounds good. :D
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-10-05 20:33:21 UTC Post #198651
Bump**
Now would be a good time to make up that tutorial.
I got a robot that I want to add for my mod. And don't know where to begin. :
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-10-05 20:46:34 UTC Post #198652
Ahh... yay noob-proof. I can only make simple simple BASIC programs. You know, just the command-promt style page that you can write stuff and maybe make it add stuff together, call you funny names, do math. =D
Posted 18 years ago2006-10-06 04:36:21 UTC Post #198687
@ CP and Unb: Lets not make things too complicated, shall we? Ktnx. :D

First tutorial in this series will be about how to code a zombie barney, a zombie soldier, and a cleansuit scientist for use in your maps/mods.
Posted 18 years ago2006-10-06 09:29:13 UTC Post #198701
aah ok. I'll wait then :D
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-10-06 14:34:36 UTC Post #198729
I think the only programming lanugages I can say I really know more than just some basics are PHP and MySQL but a lot of people can do that (I'de consider making things like forums more than basic knowledge)
Posted 18 years ago2006-10-07 03:41:48 UTC Post #198765
Muzzle, Which C++ Program/s do you use?
Posted 18 years ago2006-10-07 04:15:22 UTC Post #198767
Good idea :)
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.
Just find an existing monster class to base it on and remove all the crap you don't need such as blood, change the model and sounds and add new attacks etc.

So I'd say make a tutorial covering the general process.
ChickenFist ChickenFist<Witty Title>
Posted 18 years ago2006-10-07 16:51:29 UTC Post #198824
yep, I got a new robot model I need to add.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-10-07 16:55:18 UTC Post #198825
Ansith: I use Microsoft Visual C++ 6.0 Enterprise Edition.
Posted 18 years ago2006-10-08 05:12:13 UTC Post #198911
Ok thanks.
Posted 18 years ago2006-10-20 17:59:58 UTC Post #200252
You're still doing this thing, right? I haven't heard anything new about it in a bit. :
Posted 18 years ago2006-10-20 18:18:49 UTC Post #200253
I allready made a start. But im going to finish HL:UE first, then ill focus on the tutorial.
Posted 18 years ago2006-10-20 18:20:38 UTC Post #200254
Oh, okay. I just tend to get a bit impatient.
Posted 18 years ago2006-11-11 00:55:35 UTC Post #202454
Your break is over. Get back to work. :D
Posted 18 years ago2006-11-12 10:47:46 UTC Post #202537
Argh! I am! :D
Posted 17 years ago2007-02-07 12:25:03 UTC Post #211858
Bump.

Are you sure you're gonna be able to squeeze a full tut out of this? Coding in a zombie_barney and zombie_grunt requires the changing of just a few lines of code. Just copy zombie.cpp into a new file, replace all the instances of CZombie with CZombieGrunt (or any unique classname), change the models/sounds in Precache(), and link it to the right entity. I'm pretty sure you could do the same for Otis with barney.cpp, although I haven't actually done it yet.
Posted 17 years ago2007-02-07 13:01:08 UTC Post #211860
True, but there's a much easier method. No need to duplicated .cpp files.
Posted 17 years ago2007-02-08 19:35:14 UTC Post #211940
Ah, right, basing the Zombie Grunt class off of the Zombie class. Which, in theory, would require even less code. :)
Posted 17 years ago2007-02-09 05:39:28 UTC Post #211962
Posted 17 years ago2007-02-09 07:00:37 UTC Post #211970
Can't wait for the first tutorial! I've always wanted to learn it (I have the SDK, but I never opened it :) ).

WITH OUR NEW CODING SKILLZ, WE'LL BE ABLE TO SUSTAIN HL1 FOREVER!!1

MWHHAHAHAHAHAHAHAHAHAHAHAH
HAHAHAHAHAHAHAHAHAHHAHAHAHA
HAHAHAHAHAHAHAHAH!!!1~ :P
Posted 17 years ago2007-02-09 07:09:30 UTC Post #211973
True, true! GOLDSRC SHALL RULE THE LANDS WITH AN IRON HAMMER FOR THE REST OF ETERNITY!
Posted 17 years ago2007-02-09 07:15:16 UTC Post #211974
SURPASSING ALL OTHER ENGINES UNEQUIVOCALLY!!
Posted 17 years ago2007-02-09 07:35:19 UTC Post #211975
Argh. There's a problem with my cleansuit scientist: he still heals the player!
Posted 17 years ago2007-02-09 08:11:15 UTC Post #211978
That's not really that bad, is it?
Posted 17 years ago2007-02-09 08:38:06 UTC Post #211979
Yes it is, the cleansuit sci's don't have a needle. Its just silly if he still can heal you.
Posted 17 years ago2007-02-09 12:34:32 UTC Post #211997
Just make CanHeal() return FALSE no matter what, and/or over ride the function that calls CanHeal() in the first place.
Posted 17 years ago2007-02-09 13:00:56 UTC Post #211999
I have exactly that, but he still heals. Piece of shit!
Posted 17 years ago2007-02-09 14:29:57 UTC Post #212002
Change CScientist::Heal to
[quote]
void CScientist::Heal( void )
{
	return;
}
[/quote]
ChickenFist ChickenFist<Witty Title>
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