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Posted 6 years ago2017-07-10 11:01:28 UTC
in monster_generic and path tracks Post #335967
Oh, I finally did the desperate movement of "coding" a full new monster based on barney, it used the player model modified with only 5 or 6 animations, the ones needed for the map, and they work and look fine :)

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 ;) :P
Posted 6 years ago2017-07-09 11:11:31 UTC
in monster_generic and path tracks Post #335947
Uhm, monster_player
Yes, it exist!! It is in the SDK 2.3, I find it!! :)
//================================================
// playermonster - for scripted sequence use
//================================================
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Posted 6 years ago2017-07-06 10:21:12 UTC
in What is player's estatus?, how to make a Post #335917
Ok. I´ll give it a try.

I have finally discarded the "attak-my-foe" part because it could be overkill for the AI calculations, and probably it will cause trouble with NULL pointers and all that stuff, remember that I am not a coder by any means, I struggled with that problem when in the first version of the modified bot#10 I´ve done If a monster was killed it resulted in continuous game crashes. :crowbar:

The "follow" option will work If I can make the bot detect if the proper command is executed... :\ so I must add that new command... :roll: I remember to have read a tutorial in Thewavelenght about adding new commands :rly:

Thanks! :)
Posted 6 years ago2017-06-30 23:20:46 UTC
in Zion Warcry project cancelled Post #335836
You're 100% right. So even before this situarion will happen I auto-cease-and-desist.
Posted 6 years ago2017-06-30 14:26:45 UTC
in Zion Warcry project cancelled Post #335826
Personally, I must say that WB did not send me a c&d letter, for this, I must say that they are acting very gentle with me. The problem is me and all the threads in forums about lawsuits chasing mods and their creators. If we consider how bad Matrix path of Neo and Enter the Matrix games were selled, and how bad are the critics about Matrix Revolutions, I think my mod did not any harm. More than that, It revives the interest of the Matrix fans about the Matrix games, at least is what I can guess for the commentaries about the mod and the requests for a sooner release. :/ I repeat, I will give them all the material if requested, I don't care, the (c) of all the contents is theirs, except the material created from zero (the corp's descripción, the background story, the name of the hardware, and a few other things), only I wish they will release the game (the things left undone are just a matter of one month of work), buying a goldsource license and making very few changes to it (contract Solokiller, for all god's sake, he have already done almost all work for free). :crowbar:

Wishful Thinking Mode:ON :walter:

I don't want to be misunderstood, I love the Matrix trilogy, I consider all of the three movies a classic of SciFi, I have all of them and its merchandising, the games, OST... If I could I will tell WB about this!. :) So this game covers the most claimed scene of the third movie, of wich many fans talk and make content about (the APU overall).
Posted 6 years ago2017-06-30 11:19:26 UTC
in What is player's estatus?, how to make a Post #335825
Mmmm, do you have an example code? or point me to the right side, client or server. :)
Posted 6 years ago2017-06-29 09:24:52 UTC
in What is player's estatus?, how to make a Post #335779
Hello!, here I am curling the curl again. Goofing with bot's code I start Thinking about how can I do so them, or a npc detects what the player's is doing or what Is its status; for example: I managed to make a npc detects how much ammo, or health, a player has, but, how can I make a npc knows if a certain command was executed (commands that can be executed vía console), and much more "curled" is how can I, once that command is detected, make the npc attacks what the player is attacking or to approach to the player's position, or to attack that player who has executed the command?
Posted 6 years ago2017-06-29 07:49:09 UTC
in Zion Warcry project cancelled Post #335803
Thanks people. It will be finished, in fact, I still make questions about finishing it, the last I did was about the bots here At Twhl. In case I recive a c&d letter, which It never happen in the last 10 years, I will give all material to them and let'em decide what to do with it. This mod is a tribute, you know. ;)
Posted 6 years ago2017-06-28 20:13:05 UTC
in Zion Warcry project cancelled Post #335786
Double post. Please delete
Posted 6 years ago2017-06-28 19:15:13 UTC
in Zion Warcry project cancelled Post #335787
Hi you all. Maybe this will disappoint or makes someone sad, but it's a decission that I have meditated for almost a month, overall after seeing what happened to other mod developers. I did read information about copyright matters...

https://bethesda.net/community/topic/58063/mods-based-on-copyright-material-things-to-know-before-you-make-a-request-or-download-a-mod/21?page=2
http://mttlr.org/2012/11/06/gaming-mods-and-copyright/
http://mttlr.org/2012/09/27/video-games-and-intellectual-property-chrono-trigger-fan-remakes-and-copyright-protection/
https://m.slashdot.org/story/15346

Among others, and decided that the risks do not worth the pleasure I found creating this mod. So I decided to cancel its forthcoming and future public release and keep it as a private project.

I must left clear that I was not foxed not threatened by anyone, WB did not sent me a cease-and-desist letter, so I am not in the edge of the razor, but according to laws in USA I could find myself in trouble if they twist the things.

I am sure I did no harm to anyone with this Mod, but even though I feel the need to make it disappear from public's sight. I did it today, so I am almost sure that very few material will be available. The v1.0 is no longer on servers afaik.

Sorry if someone wanted to play it. As a personal project I will continue with its last stages of development, so I'll keep asking things here at Twhl. ;)

See you! :)
Posted 6 years ago2017-06-25 20:23:12 UTC
in Bots, NPC Taunts and precached sounds Post #335749
Aaaand, no, it creates some errors saying undeclared stuff, etc. BUT I precached them in client.cpp and all worked ok after some changes in bot.cpp and bot_combat.cpp, major changes related to the fact that sounds are only made as taunts when another player enemy is at a certain distance or it is dead. You know, trial-error forever!, haha :walter: Thanks anyway for your help!
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Posted 6 years ago2017-06-24 14:04:54 UTC
in Bots, NPC Taunts and precached sounds Post #335723
Ok. I will try to precache those sounds in world.cpp. I'll tell you what happen ;)
Posted 6 years ago2017-06-24 07:49:27 UTC
in Func_tankrocket: make it shoot a target Post #335716
Posted 6 years ago2017-06-23 22:51:04 UTC
in Func_tankrocket: make it shoot a target Post #335709
WORKS GREAT. Thanks!!! :P
Posted 6 years ago2017-06-23 22:11:34 UTC
in Bots, NPC Taunts and precached sounds Post #335707
I swear I did not want to rhyme.

Well my question is about the taunts of the npc barney and the sounds that this npc makes in certain situations. More precisely, I have one doubt. I have discovered that the Bots in my mod are able to "speak" certain sentences in certain situations, but I don´t see anywere where those sounds are precached, the only related code is related to the TAUNT sounds that barney can play, so this is saying to me that if I want to play those sounds I have to have the barney´s code precaching all those sounds?. Then if I am not using the barney.cpp code anymore, I mean, deleted from the source, where should I precache those sounds again?, there are several bot source files, like Bot.h, Bot.cpp and Bot_combat.cpp, so I am not sure on where to put the (if needed) code. :/ It is not that I did not want to try it, because I did add the code that plays those sounds where it originally was (bot_combat.cpp) nand all compiled fine , is more that I want to be sure about where should I put the precache part for those sounds based on your experience without the need of trial-error sessions. Thanks in anticipation.

EDIT: tested and the bots don´t emit sounds...and all the sounds are in the proper place/folder ;)
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Posted 6 years ago2017-06-21 22:14:59 UTC
in Func_tankrocket: make it shoot a target Post #335647
Wow!, didn't though it could be done that way, THANKS!!, One thing less to finish the mod!
Posted 6 years ago2017-06-21 13:49:31 UTC
in Func_tankrocket: make it shoot a target Post #335626
Goldsource, of course!. I will try what you say :)
Posted 6 years ago2017-06-21 07:31:16 UTC
in Func_tankrocket: make it shoot a target Post #335617
Hello again. I tried to make a func_tankrocket that, at a certain moment, fires to a monster generic. I setted up everything as in the TWHL tutorial except the func_tankcontrols because the tankrocket is automatic and controlled by a trigger auto. Well, the fact is that it does not work. Is there a proper way to ser up this entity to make it work the way I want? (Full explanation please!)
Posted 6 years ago2017-06-18 22:00:49 UTC
in Gun Smoke effect Post #335578
Well. The code finally works!, well, being 100% accurate, the solution works, but what I was not able to do is making the smoke come from the weapon ( I am sure doing something wrong with GetGunPosition() ).

When I tried to offset the smoke in the X axis (vecSrc.x) the smoke appeared far away in front of the player. The y and z vectors seem to do little for the smoke placement, maybe the y Axis is moved a little if I substract 21 to it. :roll:

The code that I am using is this, it works, and seems to show the smoke coming from the ammo feeding system, wich is good, but it is not what I wanted. :glad:
if ( m_iHeat >= 200 )
{
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;
}
This is what it looks like. THe sprites look bad because the version of Xash3D I am using has this problem still unsolved (AFAIK).
User posted image
User posted image
Well, i hope this will be useful to someone!. :crowbar:

BTW: and VERY IMPORTANT!!, if you don´t use the #ifndef CLIENT_DLL part, the game WILL crash!!. :o
Posted 6 years ago2017-06-17 15:37:32 UTC
in Gun Smoke effect Post #335561
Thanks!!, will post vídeo and pics tonight. :crowbar:

Owe you another one. :glad:
Posted 6 years ago2017-06-16 20:40:49 UTC
in monster_generic and path tracks Post #335542
Right, it does that way...Nevermind, I did code a new monster clone of the barney monster and now all is working fine with scripted sequences. Thanks!! :P
Posted 6 years ago2017-06-16 09:44:45 UTC
in Gun Smoke effect Post #335545
Ok. Give me a little time to pack al stuff and I will pm you with the link to the files. ;)
Posted 6 years ago2017-06-15 21:36:34 UTC
in Gun Smoke effect Post #335536
Mmmm, I don´t know 100%; the code of the weapon is exactly as the code you have (the source previous to the reload call and the overheat code), but if you want I can send to you the link to the new source and the Mod as it is actually. ;)
Posted 6 years ago2017-06-15 21:16:52 UTC
in Gun Smoke effect Post #335529
Hi!!, tried, but MSG_ALL does not work, but what is more extrange is that the code is not executed, I put...
ALERT( at_console, "Smoke!!!\n" );
...inside the function, but the message does not show in the console neither in the log of the mod.

Tried also MSG_PVS (don´t know much what it does, but the FEMP weapon has it in the part of the code that draws the shockwaves).

I have also put the code into the original part which´s controlling the m_iHeat part, this way:
if(m_iHeat>=200)
{//New Bracket
{original code here}
{my code here}
}//New Bracket
Now the game does not crash or locks up ( :nuts: ?) , but it does not work either.

I don´t know what is happening. The code is more or less the same as in the FEMP countermeasure, and there the effect is shown flawlessly. I am sure that someting I did is not right, but blow me if I know where I screwed it this time... :(
Posted 6 years ago2017-06-15 18:29:56 UTC
in monster_generic and path tracks Post #335526
Sorry for the double post, I have trouble writing with my fat finger on this tiny screen.
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?.
Posted 6 years ago2017-06-15 13:09:56 UTC
in monster_generic and path tracks Post #335520
Sorry, I don't know why I wrote that. Thought I'd read 'bout that somewher but I am almost sure now that this entity does not exist, sorry for the mistake. :glad:
Posted 6 years ago2017-06-15 12:18:30 UTC
in monster_generic and path tracks Post #335518
Mmm, should try it. And, monster_player?, will it work?
Posted 6 years ago2017-06-15 12:13:59 UTC
in Gun Smoke effect Post #335512
Ok, now I am not at home (I am using a smartphone to write), but I will post the whole code. The other problem is extrange because the smokes won't dissapear on normal gameplay with a hundred sentinels flying around, explosions and tracers coming from 31 bots and me :)

And I have also removed things like lights and other entities like the scripted sequences, explosion and shake effects, to reduce the entity count... :\

Haha, again at home ;)

Here´s where I initialized the sprite:
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. ;)
}
Posted 6 years ago2017-06-14 23:04:34 UTC
in monster_generic and path tracks Post #335495
My questios is simple. Could I use path tracks to make a monster_generic follow a patrolling route?, I tried and it does not work (I used the In the Beggining tutorials to make sure I did not forget anything), but those tuts are related to npcs not the generic monster entity so that´s why I make that question, did you successfully used generic monsters to follow a patrolling route?.
Posted 6 years ago2017-06-14 20:33:31 UTC
in Gun Smoke effect Post #335492
Tried again!, and... still no luck... :pwned:

I tried adding (+) values, multiply vecScr by values (As in the code below), even substracting (-) values...
[quote]
if ( m_iHeat >= 200 )
{
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();
}
[/quote]

What´s more incredible is that today also I found myself again in trouble with the map of the menu background, if I add cyclers, monster_generic in a certain number (sometimes 5, sometimes only 2) some effects dissapear... :nuts:
Posted 6 years ago2017-06-14 15:03:01 UTC
in Gun Smoke effect Post #335481
Done!!...no luck. :(
[quote]
if ( m_iHeat >= 200 )
{
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();
}
[/quote]

Sure my fault, just see what I´ve done before. I did check if the sprite was precached (check!) and if it is in the sprites folder (check!).
Posted 6 years ago2017-06-14 12:37:56 UTC
in Gun Smoke effect Post #335470
Hi again!!. I have tried your solution, but, unfortunately it still won´t show the smoke. :(

Here´s the code:
[quote]
if ( m_iHeat >= 200 )
{
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();
}
[/quote]

The code compiles and the weapons works fine :) . I´ll bet you I did something wrong misplacing the vectors, the fact is that I don´t know where I failed this time...
Posted 6 years ago2017-06-13 22:18:34 UTC
in Gun Smoke effect Post #335458
The problem is that I can´t see any smoke :/ , but, will it work if I try to add GetGunPosition inside the "()"...
WRITE_COORD( GetGunPosition );
[quote]

Nevermind, I tried ;)

1st. 1 error because GetGunPosition was not declared
2nd. Added basemonster.h in the includes
3rd. 1 error sayng that it is still not declared...
4th. Tried to declare it as vector vecSrc = m->pPlayer GetGunPosition(more or less) copied from the very weapon´s cpp.
5th. 1 error saying it cannot convert from float to vector.
6th. Smashed my head on the keyboard, realized my limitations and quited to continue with the last touch-ups.

:crowbar:
:walter:

Btw:
Any ideas?. If I put it on the main conditional of the overheat code (thanks Solokiller and Shepard wink-wink - ;) ) the game crashes. unhappy - :(
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. :)
Posted 6 years ago2017-06-13 20:47:07 UTC
in Gun Smoke effect Post #335453
Hi all of you. I am trying to add the effect of a gun that smokes when overheated. The code compiles fine, the weapon on which I have added the code works fine, but the effect won´t show. What I have done is:

1st. Include explode.h into the weapon´s includes.
2nd. In the Primary and Secondary fire function I added...

[quote]
if ( m_iHeat >= 200 )

{
#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
}
[/quote]

...which is directly taken from turret.cpp

Any ideas?. If I put it on the main conditional of the overheat code (thanks Solokiller and Shepard ;) ) the game crashes. :(

I remember of it have worked in the first attempts I did on 2007 or 2008, but the smoke covered the player, it does not exit from the gun.

Then I discarded the code because the effect was shown when the ammo was less of 100 instead of happening when a certain number of degrees celsius overheated the weapon.

Pity I do not remember what I did to make this code work, 10 years are a lot to remember something like that... :(
Nowadays, if I try to put it on the primary or secondary fire function outside the conditional of above, the game crashes or freezes (remember, abbadon coding skills = 0.5 ). XD

Thanks in anticipation. :)
Posted 6 years ago2017-06-12 21:39:42 UTC
in Custom Map Texture & Sprite tut seri Post #335434
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).

Using it as a start, I create several brusesh that measured x meters so if 5 APUS are 15 meters wide, then I make a very basic calculations to make "rulers" that go from 1 to 100 meters. The most used are the 5, 10 and 20 meter rulers. Then I did some other calculations for the dome which I don´t remember now, but those calcs have to do with archs, circumferences, radius and stuff like that. Then I calculate the height of the whole level using the bridges as a ruler once I adjusted their size to make them able to accomodate a row of 50 or 60 APUs more or less.

Basically what I did is use a homemade ruler based on the size of the APU, and from there I did build all the rest of models, props, etc.

Rustic, but it works fine for me. :) BTW, I discovered the snap-to-grid feature last year!! I di all grid adjustments zooming to the max the viewports and using then the mouse, quite noobish!!! XD
Posted 6 years ago2017-06-11 18:56:26 UTC
in Custom Map Texture & Sprite tut seri Post #335392
I'm just weird... So weird... :crowbar: