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-- Monster Spawn Problem (Nihilanth Remake) (https://hlfx.ru/forum/showthread.php?threadid=2528)


Отправлено S34Qu4K3 06-01-2011 в 01:51:

Monster Spawn Problem (Nihilanth Remake)

Hi, i´m making a nihilanth remake, i´ve copied all source code from nihilanth.cpp and i´ve made a new .cpp with these code, i´ve renamed all the functions, i´ve added the monster_paul in my fgd but when I start my map my monster don´t spawn, I have this on console

code:
NET Ports: server 27015, client 27005 Server IP address 192.168.1.63:27015 Adding: testmod/dlls\hl.dll Dll loaded for mod Half-Life execing skill.cfg Spawn Server test_paul Clearing memory Texture load: 6.8ms WARNING: failed to locate sequence file test_paul Building PAS... Average leaves visible / audible / total: 0 / 0 / 2 GAME SKILL LEVEL:1 Executing listen server config file Can't init monster_paul 0 entities inhibited 6 pla


PD : i´m using the nihilanth´s model for the test


Отправлено XaeroX 06-01-2011 в 02:34:

You did not export class from DLL. Check LINK_ENTITY_TO_CLASS in your cpp.

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Отправлено S34Qu4K3 06-01-2011 в 02:49:

I have this:

C++ Source Code:
1
//...
2
float m_flShootTime;
3
 
4
EHANDLE m_hFriend[3];
5
};
6
 
7
LINK_ENTITY_TO_CLASS( monster_paul, CPaulBoss );
8
 
9
TYPEDESCRIPTION	CPaulBoss::m_SaveData[] =
10
{
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  DEFINE_FIELD( CPaulBoss, m_flForce, FIELD_FLOAT ),
12
  DEFINE_FIELD( CPaulBoss, m_flNextPainSound, FIELD_TIME ),
13
 
14
 
15
  //...


Отправлено XaeroX 06-01-2011 в 03:09:

S34Qu4K3

Цитата:
Can't init monster_paul

This unambigously designates that your monster_paul was not found in DLL.
Did you include your new cpp file into project? Did you rebuild it? Did you copy new DLL over old one?

__________________

xaerox on Vivino


Отправлено S34Qu4K3 06-01-2011 в 03:25:

Yeah, my monster spawn ^^

But i have anothre problem. I´ve set this:

C++ Source Code:
pev->solid			= SOLID_SLIDEBOX;
pev->movetype		= MOVETYPE_STEP;

and changed the model but the model is in the air and when i jump, the monster goes up. I want thath the monster must walk

And, how can i make the model bigger? For example, player.mdl, i want the size like nihilanth, i must edite the .mdl or y can change it from source code?
I want to make a very huge boss


Отправлено XaeroX 06-01-2011 в 04:40:

Edit your MDL, use $scale QC command.

Цитата:
S34Qu4K3 писал:
I want thath the monster must walk

Then you would rather choose some different monster as basis, not nihilanth.

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Отправлено Дядя Миша 06-01-2011 в 12:21:

S34Qu4K3 to big monsters must use SOLID_BBOX instead.

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Цитата:

C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'


Отправлено S34Qu4K3 06-01-2011 в 17:27:

mm, now i´ve taked zombie.cpp base for my monster, edited de model ($scale and hitboxes), but now the monster is "stuck" on the floor (but can walk )


I think thath i must edit this in Spawn function:

C++ Source Code:
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );


but i don´t know the dimensions :/

And the monster moves at a irreal speed (faster that the zombies) but i didn´t edited anything

srry for my bad english


Отправлено Дядя Миша 06-01-2011 в 18:17:

Take bbox size from gargantua -
UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
and necessarily change SOLID_SLIDEBOX to SOLID_BBOX.

__________________
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F.A.Q по XashNT
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Цитата:

C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'


Отправлено S34Qu4K3 06-01-2011 в 18:50:

It´s the same I´ve already tried it and not work

I´ve attached the .cpp, but it´s the same thath zombie.cpp, only functions are renamed and model changed


PD : I will make a monster bigger than gargantua, this monster is for tests only


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