|  | Показать все 10 сообщений этой темы на одной странице | 
HLFX.Ru Forum (https://hlfx.ru/forum/index.php)
- Half-Life SDK (https://hlfx.ru/forum/forumdisplay.php?forumid=8)
-- Monster Spawn Problem (Nihilanth Remake) (https://hlfx.ru/forum/showthread.php?threadid=2528)
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
You did not export class from DLL. Check LINK_ENTITY_TO_CLASS in your cpp.
__________________
I have this:
| 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 | { | 
| 11 | DEFINE_FIELD( CPaulBoss, m_flForce, FIELD_FLOAT ), | 
| 12 | DEFINE_FIELD( CPaulBoss, m_flNextPainSound, FIELD_TIME ), | 
| 13 | 
| 14 | 
| 15 |   //... | 
S34Qu4K3 
__________________
Yeah, my monster spawn ^^
But i have anothre problem. I´ve set this:
| pev->solid = SOLID_SLIDEBOX; | 
| pev->movetype = MOVETYPE_STEP; | 

 
Edit your MDL, use $scale QC command.
__________________
S34Qu4K3 to big monsters must use SOLID_BBOX instead.
__________________
My Projects: download page
F.A.Q по XashNT
Блог разработчика в телеграме
C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
mm, now i´ve taked zombie.cpp base for my monster, edited de model ($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:
| UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); | 
 
Take bbox size from gargantua - 
	UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
and necessarily change SOLID_SLIDEBOX to SOLID_BBOX.
__________________
My Projects: download page
F.A.Q по XashNT
Блог разработчика в телеграме
C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
It´s the same  I´ve already tried it and not work
 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
| Временная зона GMT. Текущее время 23:30. | Показать все 10 сообщений этой темы на одной странице | 
  На основе vBulletin версии 2.3.0
  Авторское право © Jelsoft Enterprises Limited 2000 - 2002.
  Дизайн и программирование: Crystice Softworks © 2005 - 2024