Re: [EXTENSION] NPCs in CS:S (extended)
Moved operator definitions to *.cpp and there is no more g_pMemAlloc errors. But it's not really good, somehow the compiler omits the include with the pointer it may be caused by loop-including.
Now I have two errors: 1) "random", I think I understand why it happens..but at the moment I see no other solution than making changes to the SDK... though I'm pretty sure it is possible to redefine it somehow so it would work properly. 2) This is the problems I wrote about 2 posts ago, these templates and macroses are absolutely not clear to me. If anybody can fix it, than we can move on. Code:
In file included from /home/d/SDK/sourcemod/extensions/npc/Extension/CEntity/AI/CAI_Navigator.h:16:0, |
Re: [EXTENSION] NPCs in CS:S (extended)
all files in "SM" folder should not compile, these files for create npc from sourcemod.
i never finish this part and make it work |
Re: [EXTENSION] NPCs in CS:S (extended)
2 Attachment(s)
I've solved main problems, there are some not very difficult left though.
I have to put CEntity:: before each call of CEntity-member functions, to get rid of such errors: Quote:
And I have this error: Quote:
Does any of you guys have skype? Btw I ran a server yesterday on my old windows mashine, it gathered 4 players and everything worked just fine. The only problem I had - a crash heppend when I ran the server for the first time and tryed to join it. And one more thing Sven Co-op maps would go nicely with this mode, there thousands of maps and it's not really difficult to get sources form some of them. https://forums.alliedmods.net/attach...3&d=1523465011 |
Re: [EXTENSION] NPCs in CS:S (extended)
How NPC navigated in BSP Map ? I mean they used Navigation Mesh System or AI Nodegraph ?
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Re: [EXTENSION] NPCs in CS:S (extended)
Vit_amin, They use AI Nodegraph, You don't have to make *.nav for them. It works the same way as in Half-Life 2
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Re: [EXTENSION] NPCs in CS:S (extended)
all these "DEFINE_INPUTFUNC" error should be including wrong .h
there are "modify" folder, files come from hl2sdk, and i modify something. include "modify" folder BEFORE hl2sdk folder should work, check vc++ solution file |
Re: [EXTENSION] NPCs in CS:S (extended)
raydan, thanks, I'll try it on tuesday (I'm on a business trip right now)
A short instruction how to build it: First of all read the article https://wiki.alliedmods.net/Building_SourceMod and install all ther necessary libs Create folder: /home/d/SDK/; (d - my username) >cd /home/d/SDK/ >git clone --recursive https://github.com/alliedmodders/sourcemod >bash sourcemod/tools/checkout-deps.sh >cd ambuild >sudo python setup.py install Now you have in the SDK directory these folders: "ambuild", "hl2sdk-*", "sourcemod", "mmsource-*" and may be "mysql-*" Move the extension (my version) here "/home/d/SDK/sourcemod/extensions/" (along with other extensions, it'll be like "cstrike"; "npc" and so on) Add the extension to the ambuild config: *SDK/sourcemod/AMBuildScript this way: Quote:
Set build derictory: >./SDK/sourcemod/build/ Reconfiguration for RELEASE mode: >python ../configure.py --sdks css OR Reconfiguration for DEBUG mode: >python ../configure.py --sdks css --enable-debug Compiling: >ambuild A more detailed instruction in attachments here: https://forums.alliedmods.net/showthread.php?t=268065 |
Re: [EXTENSION] NPCs in CS:S (extended)
My server is closing down in a few weeks. No players for quite a long time and the hoster can't find a reason to keep it alive. So, there is no reason for me to keep on working on this extension.
Just want to wish you guys luck with it. If anybody has any question, don't hesitate asking me, I'm still here. |
Re: [EXTENSION] NPCs in CS:S (extended)
It would be nice if this were ported to TF2. I have actually tried porting it to TF2 but i didn't understand signatures back then.
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Re: [EXTENSION] NPCs in CS:S (extended)
On a leak assembled a COOP server npcs, hl2, ep2, hls, portal 188.243.54.154:27100
If anyone needs I can throw off the source |
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