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Monster Mod


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solano
Member
Join Date: Nov 2009
Old 11-29-2009 , 06:05   Re: Monster Mod
Reply With Quote #61

ok then i cant figure out how to use this
Code:
stock fm_trace_hull(const Float:origin[3], hull, ignoredent = 0, ignoremonsters = 0) {
    new tr = 0, result = 0
    engfunc(EngFunc_TraceHull, origin, origin, ignoremonsters, hull, ignoredent > 0 ? ignoredent : 0, tr)

    if (get_tr2(tr, TR_StartSolid))
        result += 1
    if (get_tr2(tr, TR_AllSolid))
        result += 2
    if (!get_tr2(tr, TR_InOpen))
        result += 4

    return result
}
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 11-29-2009 , 06:08   Re: Monster Mod
Reply With Quote #62

If fm_trace_hull() > 0 means that there are something at this origin and you should use another spawn point.
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ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 11-29-2009 , 06:12   Re: Monster Mod
Reply With Quote #63

I don't know if trace_hull can be used with monster because their size shouldn't be the same as players.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 11-29-2009 , 06:15   Re: Monster Mod
Reply With Quote #64

I don't see the problem on what he want to do. He should try first and he will see.
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Last edited by Arkshine; 11-29-2009 at 06:18.
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solano
Member
Join Date: Nov 2009
Old 11-29-2009 , 06:21   Re: Monster Mod
Reply With Quote #65

how do i control the ai of the monsters
can i tell them attack everything thats at a specific origin
or could i spawn an entity at origin and tell the monsters to attack everything thats close to that entity(close i mean checking the distance of the player)
or should i just use pev_target
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solano
Member
Join Date: Nov 2009
Old 11-29-2009 , 06:38   Re: Monster Mod
Reply With Quote #66

ok figured it out pev_enemy
that the monster will attack the player as long as it sees it but there was something to make the monster hear the player in the world make it move towards the player even if the player is hidden and the monster cant see the player but i cant remember where
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 11-29-2009 , 06:38   Re: Monster Mod
Reply With Quote #67

It attacks automatically.

Just test yourself instead of asking a lot of questions at once.
See http://twhl.co.za/wiki.php?sub=1 ; see the flags per monsters you can use, see others entity like monster_maker.
And stop to flood your own thread. Edit your last post. -_-
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solano
Member
Join Date: Nov 2009
Old 11-29-2009 , 06:41   Re: Monster Mod
Reply With Quote #68

im sorry about that i figured out how to make the players loose there will be scientist and if the monsters kill the scientist the players lose ^^

edit:if i edit how will you know that
edit2: RegisterHam( Ham_Killed, "monster_zombie", "Monster_Killed", 1 ); doesnt trigger if i kill the monster with a bazooka(works for grenades)

Last edited by solano; 11-29-2009 at 06:53.
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solano
Member
Join Date: Nov 2009
Old 11-29-2009 , 08:20   Re: Monster Mod
Reply With Quote #69

when i kill a monster with a bazooka its not registering it

public Monster_Killed ( const Monster, const Attacker )
{
if ( is_user_alive( Attacker ) && pev( Monster, pev_deadflag )==0)
{
Frags=get_user_frags( Attacker )+1;
set_user_frags( Attacker, Frags );
Deaths=get_user_deaths( Attacker);

}
new temp[3]={0,0,0};
message_begin( MSG_BROADCAST, gMsgIdScoreInfo,temp,Attacker )
write_byte( Attacker );
write_short( Frags );
write_short( Deaths );
write_short( 0 );
write_short( get_user_team( Attacker ) );
message_end()
}
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 11-29-2009 , 08:37   Re: Monster Mod
Reply With Quote #70

I don't know about your problem but : ,temp,Attacker ) ; do you see I've written that ?! No. Why do you write such things and why the code in not in the {} above ?!
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