Forum posts

Posted 12 hours ago2024-05-16 19:59:15 UTC
in Game_sounds Post #348804
Searched for anything for the sound script files (i.e "game_sounds_world.txt") couldn't find it here or on valve developer wiki. I was wondering if I could remove everything but the path properties and the game would assume default values for them.
Posted 9 months ago2023-08-03 18:17:31 UTC
in ACT_ definitions in the source code Post #347753
I tried that with a really simple walk animation where the model pivots ~45 degrees around its feet (setting the pivot point to the 3D cursor which is placed near the bottom center of the feet).

however since I currently can’t compile the SDK to add custom NPC’s to my mod. I’ve had to rely on Monster_generic entities (in this case entity), with ai_scripted nodes to test movement animations, and other animations (besides the ACT_IDLE sequences).

The problem I’m having is my npc gets stuck (it shouldn’t be the terrain as the map is a barren cube) for some reason and I don’t know if it’s a ai navigation issue, an animation issue, or maybe even a distance issue (Hence why I want to find where the ACT_ scripts are located.
Posted 9 months ago2023-08-02 22:57:39 UTC
in ACT_ definitions in the source code Post #347750
Thanks, now all I need help with is finding the specifics for the “ACT_” tags such as how many units (In hammer 3.4) of distance each Animation use
Posted 9 months ago2023-08-01 17:38:37 UTC
in ACT_ definitions in the source code Post #347744
does anyone know where the “ACT_” (parameters in a models QC file) is defined in the half life source code so I can understand how they function better?
@Erty thanks

Sorry for the long comment.

@Admer456 thanks I'll change the link entity to class
But I would also like to know where the c++ file should be located

It should also be noted that I'm not concerned about any functionality (the ability to move, monster speech, or combat). I just want these things:
  • to see the entity be listed in hammer,
  • have the skin options,
  • and the correct model when map is compiled.
That being said is there anything I can/need to cut out? Additionally I want to replace this with the corresponding Monster_Generic entity that fires 3 linked aiscripted_generic when a button is pressed.

It should finally be noted That I'm using Xash3D (I already have a fully fledged mod with a custom menu screens, maps, modified Sentences.txt, models, and at least 3 Custom wad files (about as disorganized as any users download folder), and I'm too lazy to make a port for Steam's version).
I have this basic FGD file (which I have yet to test BTW)

`
@include "base.fgd"

@PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_Charizard : "Charizard"
[
skin(Choices):"colors":0
[
0:"default"
1:"blue"
2:"green"
3:"red"
]
]
`
and here's the CPP (known as Char.cpp)

`
#include "extdll.h
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "decals.h"

//======================
//--Monster's Animal Events--
//======================
#define idle ( 0 )
#define idle2 ( 1 )
#define firebreath ( 2 )

class Charizard : public Chase monster
{
Public
void Spawn( void );
void Precache( void );
int Classify ( void );
void SetYawSpeed( void );
};

LINK_ENTITY_TO_CLASS( Cus_Char, charizard );

//============
// Spawn
//============
void Cus_Char :: Spawn()
{
pev->solid SOLID_SLIDEBOX;
pev->movetype MOVETYPE_STEP;
m_bloodcolor. BLOOD_COLOR_GREEN;
[Other template jargon]
`
All I want to know is HOW DO I TELL THE FGD TO READ THIS FILE? If its hard coded to read a directory for CPP files what directory, If it needs to be specified, how do I do that?? Its currently 12:08am, and I pulled an unnecessary all nighter the night before, and Google just Provides weird legal jargon, Could somebody PLEASE HELP ME OUT!!!