Friendly grunt? O.o Created 20 years ago2004-09-06 09:46:51 UTC by Madcow Madcow

Created 20 years ago2004-09-06 09:46:51 UTC by Madcow Madcow

Posted 20 years ago2004-09-06 09:46:51 UTC Post #56915
Is it posseble to make a grunt friendly?
I mean,, So he will shoot the black ops, but not the scientists and me and all barneys.
Please tell me how, if you know.. :)
Madcow MadcowSpy zappin my udder
Posted 20 years ago2004-09-06 09:51:19 UTC Post #56916
I think it must be possible at least because in SvenCoop there are freindly Monsters :cool:
But I dont know how i ave nevr made a hl map only CS maps
Posted 20 years ago2004-09-06 09:57:59 UTC Post #56917
hmm,, Maby it's the same err,,, Trigger? or what ever it is..
In sven co-op beta they used normal grunts.. But now, they have other weird stuff,, from op4.. >_<.
So I can't see how they are made in SC.. :(
Madcow MadcowSpy zappin my udder
Posted 20 years ago2004-09-06 10:03:48 UTC Post #56919
You need to modify the game-code in order to achieve this effect. Somewhere there's a table that determines the relationship between the monsters... Without coding, this can not be achieved in Half-Life.
Posted 20 years ago2004-09-06 10:06:14 UTC Post #56921
bad news like that should be saved until after noon...at least give us a chance to wake up before you start crushing aspirations... :zonked:
Posted 20 years ago2004-09-06 10:10:30 UTC Post #56923
Posted 20 years ago2004-09-06 11:22:28 UTC Post #56931
You can use Spirit for this.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-09-06 11:42:55 UTC Post #56942
Is spirit easy to use?
^^
Do the guy that play my mod have to have spirit? :S
(Sorry for bad English!)
/.Madcow
Madcow MadcowSpy zappin my udder
Posted 20 years ago2004-09-06 11:45:40 UTC Post #56943
yes he has to hav mod to see things like water effect but im not sure bout models (i reckon u need spirit as hl will just think that u want the op to attack plyer
Habboi HabboiSticky White Love Glue
Posted 20 years ago2004-09-06 11:48:26 UTC Post #56946
A spirit map will play in Half-Life but all the spirit special effects, such as movewith, rain, fog etcetra will not be there/not be working.
For instance, a friendly grunt in spirit would either not show up in hl or shoot your ass off.
Posted 20 years ago2004-09-06 12:27:36 UTC Post #56949
Just put your map into mod-form and include the Spirit .dll's in the mod folder. Then players won't need Spirit as Spirit's code comes with your little mod. How to do that? There's a good tutorial on that on this site... :)
Posted 20 years ago2004-09-06 13:11:04 UTC Post #56970
Can't find anything about dlls... O.o
Am i just stupid, or just mad?
:S
Madcow MadcowSpy zappin my udder
Posted 20 years ago2004-09-06 13:14:44 UTC Post #56971
I'd say, take a look at already existing mods and where they store their .dlls... It's really easy to find out when you take a little time for it...

Yes, really easy. I never read any tutorial about it, I found out myself. Just a bit of searching does the trick most of the times.
Posted 20 years ago2004-09-07 09:26:45 UTC Post #57197
Ok! got spirit!
But,, spirit added some weird stuff like:
D:SierraHalf-LifecgGL.dll
and
D:SierraHalf-Lifecg.dll
.
what is that?
do the guy that plays my mod have to got those dlls?
or is it these ones he need to have:
D:SierraHalf-LifeSpiritfmod.dll
D:SierraHalf-LifeSpiritspirit.dll
..
and do i need to add these weird cgshaders to my mod?
D:SierraHalf-LifeSpiritcgshaders ... ???
I really don't know anything
Madcow MadcowSpy zappin my udder
Posted 20 years ago2004-09-07 09:43:59 UTC Post #57201
Every dll inside the Spirit folder would be necessary. The ones outside the Spirit folder are probably not necessary but you could try to move them to another folder and see what happens. Just try out a bit... that way you'll learn a lot.

You'll want to change the name of the folder to something other than Spirit, as it's going to be your map. Then also change the liblist.gam file. There are some tutorials on that one but most is self-explanatory.

Basically, all a mod needs is a folder of its own, a liblist.gam and further content. For a Spirit-based mod, this would mean any .dll that came within the Spirit folder.
Posted 20 years ago2004-09-07 09:45:25 UTC Post #57202
As for the cgshaders, I don't know. Remove them to another place outside the Half-Life directories and see what happens when you run Spirit. If it runs fine, you'll probably not need it, if it doesn't then you need to include these files in your mod.
Posted 20 years ago2004-09-07 10:59:03 UTC Post #57224
ok! i think spirit works now!
I got the fgd file too.
now,, there is one thing I don't understand.
Making the monster_humangrunt aly.
Those guys at the sven co-op site was talking about some option in the human grunts propeties..
"Make aly: [0_]
But i couldn't find it.. :S
And Captain P, you was talking about some cind of a game-code,,?
Where do I find it.. and how do i modify it so it just change my mod, and not half-life?
Madcow MadcowSpy zappin my udder
Posted 20 years ago2004-09-07 11:05:53 UTC Post #57225
For Spirit questions, visit the Spirit forums, they can provide much more specific information.

Changing the game code? You'll need the HL SDK, this can be found at the VERC. However, when you don't have experience with C or C++, you're going to have a very tough time changing it... I don't think you should start there, unless coding has your specific attention. You'd best just stick with Half-Life or Spirit and get some experience first.
Posted 20 years ago2004-09-07 11:23:24 UTC Post #57226
if you want to make grunts friendly in svencoop, spirit won help. spirit is an advanced "toolkit" for experienced half life mappers wanting to go further. if you want to make SC maps, you will need the SC fgd. although im not sure if you were actually trying to make sc maps in spirit... im just a little confused...
Posted 20 years ago2004-09-07 12:42:34 UTC Post #57232
Nah,, I'm not really making a SC map.
I'm making a mod.
But i have problems to make the grunts friendly in my mod.
In the spirit fgd, you are able to make the grunts act like barneys.
Maby that could do some differens.
I'll try that.
But i tried an option named behavior or something.
I choosed "Friendly, not shoot",
Something like that.. :nuts:
but that didn't work so good.
Lucky me, there was a barney in the same room ;)
Madcow MadcowSpy zappin my udder
Posted 20 years ago2004-09-07 13:16:17 UTC Post #57237
You need to mix and match. Experiment a bit, and you should be OK. Spirit is pretty easy really.
Posted 20 years ago2004-09-08 08:15:16 UTC Post #57481
Yes!
It works now!
I thougt that if i made the grunt act like barney, he shuld talk like barney too.
But i was wrong again.. >_<
But there is more problems that keeps shoing up.
Like, I can't change the sky!
I wanted cl_city. But i just get that mountain sky, all the time.
Why? :zonked:
Madcow MadcowSpy zappin my udder
Posted 20 years ago2004-09-08 08:15:44 UTC Post #57482
( And thanks for all your help! :) )
Madcow MadcowSpy zappin my udder
Posted 20 years ago2004-09-08 08:24:43 UTC Post #57484
Changing the sky? You're going into Map Properties and putting the name in the the Environment box right?

If you need a refresher course: http://www.cariad.co.za/twhl/tutorial.php?id=6

Or have I got the wrong end of the stick?
Posted 20 years ago2004-09-08 09:09:45 UTC Post #57504
Well, I have done that.. I changed it to cl_city.
But i have never seen cl_city.
But i dont think there's mountains in the city sky.. :S
I think some one on this forum just had the same problem with the sky. :nuts:
Madcow MadcowSpy zappin my udder
Posted 20 years ago2004-09-08 09:54:34 UTC Post #57509
if youve done it exactly like the tut then it SHOULD be working. Try just "city" without the cl_ in front of it. That shouldnt make any difference but worth a try i suppose.
Posted 20 years ago2004-09-10 12:09:36 UTC Post #58009
It works!
Thanks Mephs!
:)
Madcow MadcowSpy zappin my udder
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