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spawning a monster


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Grrrrrrrrrrrrrrrrrrr
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Join Date: Oct 2007
Old 09-22-2008 , 23:14   spawning a monster
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Hi,

I am trying to create a walkable entity that uses player models. My main problem is making the entity walk, crouch, jump, and so forth. Please help me find a solution. Also, I'm trying to HookSingleEntityOutput to get the monsters health when its shot and when it dies. So, any help on that would be great as well.

Code:
        new ent=CreateEntityByName("prop_physics_multiplayer"); //func_physbox_multiplayer        
        TeleportEntity(ent,pos,NULL_VECTOR,NULL_VECTOR);   
        SetEntityModel(ent,"models/player/techknow/demon/demon.mdl");
        DispatchKeyValueFloat(ent, "massScale", 250.0);
        DispatchKeyValueFloat(ent, "inertiaScale", 200.0);
        DispatchKeyValue(ent, "ExplodeRadius", "256");
        DispatchKeyValue(ent, "ExplodeDamage", "50");        
        DispatchSpawn(ent);
        
        new String:DemonName[128];
        Format(DemonName, sizeof(DemonName), "witchDemon%d", client);
        
          //framerate 1.0    
          //PrintToServer("m_flPoseParameter: %f", GetEntPropFloat(client, Prop_Data, "m_flPoseParameter"));                
          //SetEntPropFloat(ent, Prop_Data, "m_flModelWidthScale", 1.0);
          //SetEntPropFloat(ent, Prop_Data, "m_flPoseParameter", 0.500000);
          //SetEntProp(ent, Prop_Data, "m_bSequenceLoops", true);
          //SetEntProp(ent, Prop_Data, "m_usSolidFlags", 152);
        //SetEntPropEnt(ent, Prop_Data, "m_hLastAttacker", client);
          //SetEntPropFloat(ent, Prop_Data, "m_flFriction", 0.6);        
          
          SetEntPropFloat(ent, Prop_Data, "m_flAnimTime", 2.0);
          //SetEntProp(ent, Prop_Data, "m_MoveCollide", 0);
          SetEntProp(ent, Prop_Data, "m_nSolidType", 2); //6
          SetEntProp(ent, Prop_Data, "m_nSequence", 4);
          SetEntProp(ent, Prop_Data, "m_takedamage", 1);
          SetEntProp(ent, Prop_Data, "m_iMaxHealth", 400);
          SetEntProp(ent, Prop_Data, "m_iHealth", 400);          
          SetEntPropFloat(ent, Prop_Data, "m_flGravity", 0.5);
          SetEntProp(ent, Prop_Data, "m_CollisionGroup", 5); //5
          SetEntPropEnt(ent, Prop_Data, "m_hOwnerEntity", client);
          //SetEntProp(ent, Prop_Data, "m_MoveType", 4);
          //SetEntityMoveType(ent, MOVETYPE_STEP);

        DispatchKeyValue(ent, "targetname", DemonName);      
        new String:tmp[128];
        Format(tmp, sizeof(tmp), "%s,Break,,0,-1", DemonName);
        DispatchKeyValue(ent, "OnHealthChanged", tmp);
        Format(tmp, sizeof(tmp), "%s,Kill,,0,-1", DemonName);
        DispatchKeyValue(ent, "OnBreak", tmp);
        AcceptEntityInput(ent, "Enable");
        HookSingleEntityOutput(ent, "OnBreak", DemonBreak, true);
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Last edited by Grrrrrrrrrrrrrrrrrrr; 09-22-2008 at 23:16.
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