Add this code to the beginning of the Reload method:
#ifdef CLIENT_DLL
ALERT( at_console, "client\n" );
#else
ALERT( at_console, "server\n" );
#endif
This will tell you if your code is executing on the client or server side. It should output both client and server for every reload, so if it's not doing that, something is very wrong.
The code you're currently using won't work. If it does find an entity, it'll get stuck in an infinite loop. Since it has to find at least one entity in range if it were working (your current weapon), the most logical explanation is that this code is not running on the server side. The client side implements stub functions that allow this code to compile but not function.
Starting the map using the map command causes it to use singleplayer gamerules, but that shouldn't affect monstermakers or utility functions.
Well, i see one thing that's wrong with it: you're passing the player as the start entity for the search. You should be passing in pEntity.
Also, are you sure this is running on the server side? I'm not seeing any #ifdefs to exclude it from the client side.
ALERT( at_console, "Classname: %s\n", STRING( pEntity->pev->classname ) ); should do it.
This post was made on a thread that has been deleted.
Try printing out the classname of every entity it finds. It'll spam the console, but at least you can see what it finds. If monstermakers aren't in the list, then it isn't finding them. The most likely cause would be that they're too far away, so increasing the radius would help.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Could you show us the code you're using to handle the attack?
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Does your water entity have zhlt_detaillevel and/or zhlt_clipnodedetaillevel keyvalues?
If so, set both to 0. Those values being > 0 can cause this problem.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Apparently those aren't used by the game, the icons in sprites/obj_icons are used instead. I don't know why they have so many duplicates, must be backwards compatibility.
This post was made on a thread that has been deleted.
Are you trying to make a helicopter model like the Apache or one where the rotor blades can be controlled from code?
In the case of the former, you won't need bones. Just animate the rotor blade rotation using keyframes. You should be able to do this by rotating the blades 360 degrees in the last frame, your modeling tool should be able to interpolate the blades for each frame.
This tutorial should be of assistance:
https://www.youtube.com/watch?v=xiWYBmwUmd0In the latter case, you'll have to assign the blade vertices to a bone that represents the rotor axis, then attach a bone controller that can move the rotors. I'm not sure how this is done in the modeling tool itself though.
icon_obj.spr contains the neutral (white), axis and allies flags.
icon_allies.spr, icon_axis.spr and icon_neutral.spr are independent versions of them.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Sven Co-op's Hammer has the option to specify a default texture, should you need it.
To see the models you need an fgd that provides studio parameters for the entities and you need to drop the models into "hammer exe dir/models". Same with sprites in "hammer exe dir/sprites".
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
You'll probably need to add custom tasks to keep the shield behavior going until it's deployed.
For an example on how to make a time delay task, look at Big Momma's TASK_WAIT_NODE task. It has helpful alerts to help indicate what is happening.
You should call TaskComplete() when it has finished. Make sure to handle failure cases as well in case shield deployment needs to be cancelled.
This post was made on a thread that has been deleted.