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-   -   [FILE REQUEST] MonsterMod (https://forums.alliedmods.net/showthread.php?t=97790)

P4rD0nM3 07-19-2009 19:23

[FILE REQUEST] MonsterMod
 
Where can I download the latest version of monstermod for GNU/Linux and Windows? Thanks.

joaquimandrade 07-20-2009 02:19

Re: [FILE REQUEST] MonsterMod
 
I don't have a background of playing Half-Life so i don't know monsters like many of people here. Arkshine kept talking to me about it but I just felt their power today when I tried in game every monster by myself.

I've done some research and this was what I "found":

Official page for monster mod (Linux / Windows Version 3.0 with source code):
http://botman.planethalflife.gamespy...ownloads.shtml

An updated version with more monsters with no source code provided and for windows only:
http://funwc3.mine.nu/forums/showpos...11&postcount=1

Now I have some questions for those who are able to respond:

It exists a version of the module for amxmodx? (I mean an amxmodx module with natives instead of a metamod plugin)

(Not entirely ontopic) What is the relation between C++ classes and HalfLife entities? Example: how an entity named "weapon_awp" is related to
a class named "CAWP" (I believe)

Why do monsters are created using "func_wall"?

Arkshine 07-20-2009 03:30

Re: [FILE REQUEST] MonsterMod
 
There are also :

- MonsterMod Expension 1.2 ( Windows version + source, for linux version see here ) ; The monster seems buggy.
- BugBlatter's MonsterMod v3.1 ( Windows/Linux version, no sources ) ; It works fine but Brad says it crashes using 'meta list' command. It doesn't happen for me.

BugBlatter's version contains severals enhancements from the original. I would use this module.

Quote:

It exists a version of the module for amxmodx?
No, and it's what I'm doing.. ( MonsterAI )

Quote:

What is the relation between C++ classes and HalfLife entities? Example: how an entity named "weapon_awp" is related to
a class named "CAWP" (I believe)
You ask how ? Don't know how works c++ yet, an entity is always linked to a classe. You can see easily in the HLSDK. I don't understand what you want really.

Quote:

Why do monsters are created using "func_wall"
Where did you see that?

joaquimandrade 07-20-2009 03:50

Re: [FILE REQUEST] MonsterMod
 
Quote:

Originally Posted by arkshine (Post 876818)
No, and it's what I'm doing.. ( MonsterAI )

I know. What I was asking is if it existed once some amxmodx module. (even if very old)

Quote:

Originally Posted by arkshine (Post 876818)
You ask how ? Don't know how works c++ yet, an entity is always linked to a classe. You can see easily in the HLSDK. I don't understand what you want really.

The question is: how the links are made? Like: how would you do (this may sound stupid for one with knowledge) so that if you do:

PHP Code:

create_entity("monster_roach"

It would create a roach.

The thing is: not every C++ class is linked to an entity. Its possible to add a link? (I guess not)

Quote:

Originally Posted by arkshine (Post 876818)
Where did you see that?

By displaying a list of every class that existed in the world and also confirmed in the code. Plus, i hooked bloodcolor and trace attack of "func_wall" and it works.

Arkshine 07-20-2009 04:51

Re: [FILE REQUEST] MonsterMod
 
( About BugBlatter's version the source are available here )

You're right about func_wall, though I don't know why. :/

joaquimandrade 07-20-2009 04:57

Re: [FILE REQUEST] MonsterMod
 
I think that for every monster a func_wall entity is used to represent the monster in the world, and it is linked to a CMBaseMonster derivate class.

P4rD0nM3 07-20-2009 05:12

Re: [FILE REQUEST] MonsterMod
 
Oh wow thanks, especially for the BugBlatter source. I'm trying to find as many versions as I can so I can mirror them. Thanks guys.

joaquimandrade 07-20-2009 05:45

Re: [FILE REQUEST] MonsterMod
 
Arkshine, check if this say something to you:

For what I see, as i said above, a monster is a func_wall linked to a C++ class that extends CMBaseMonster. Example: CMHeadCrab.

If we could pass an entity of that class to RegisterHamFromEntity and adding offsets of CMBaseMonster virtual table, we could hook functions like Move, Stop, CheckMeleeAttack, etc.

The field of the entity "func_wall" named pev->euser4 stores an entity of that type. But, It can't be retrieved. It causes this error:

Code:

bad entity in IndexOfEdict()

Brad 07-20-2009 10:23

Re: [FILE REQUEST] MonsterMod
 
Quote:

Originally Posted by arkshine (Post 876818)
- BugBlatter's MonsterMod v3.1 ( Windows/Linux version, no sources ) ; It works fine but Brad says it crashes using 'meta list' command. It doesn't happen for me.

BugBlatter's version contains severals enhancements from the original. I would use this module.

It did crash. However, it very well could have been a combination of whatever I had on my server at the time. Sawce was kind enough to crash it for me, which is how I found out. I'll try to get around to testing it again.

I too prefer BugBlatter's version over the others, due to it's enhancements.

Bend3R 07-20-2009 19:45

Re: [FILE REQUEST] MonsterMod
 
My latest version output a couple of houndred errors, but i can fix it someday (if someone is interested) and release the source of it since I have get tired of it when i get nothing.
It's based on BugBlatter's.


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