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[CS 1.6] Player model for Entity (NPC)


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~Ice*shOt
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Join Date: Mar 2009
Location: Lithuania
Old 05-13-2014 , 15:29   [CS 1.6] Player model for Entity (NPC)
Reply With Quote #1

Hi, I want to know where to get models for NPC, because default CS 1.6 models don't work on NPC Ents. What I mean? I mean that when they're setted, half of model is underground. So I'm thinking, it is required to create new models or it is possible to remake old ones?

Last edited by ~Ice*shOt; 05-13-2014 at 15:31.
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Kia
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Join Date: Apr 2010
Location: In a world of madness
Old 05-13-2014 , 16:27   Re: [CS 1.6] Player model for Entity (NPC)
Reply With Quote #2

All default models are working fine, be sure that your code is correct and you set the correct origin.
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Backstabnoob
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Old 05-13-2014 , 18:29   Re: [CS 1.6] Player model for Entity (NPC)
Reply With Quote #3

Show your code
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~Ice*shOt
Veteran Member
Join Date: Mar 2009
Location: Lithuania
Old 05-14-2014 , 08:33   Re: [CS 1.6] Player model for Entity (NPC)
Reply With Quote #4

PHP Code:
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <engine>
#include <hamsandwich>


//Boolean of when NPC spawned 
new boolg_NpcSpawn[256]; 
//Boolean to check if NPC is alive or not 
new boolg_NpcDead[256]; 
//Classname for our NPC 
new const g_NpcClassName[] = "ent_npc"
//Constant model for NPC 
new const g_NpcModel[] = "models/player/leet/leet.mdl"// Everything I had changed on this code is model.

//List of sounds our NPC will emit when damaged 
new const g_NpcSoundPain[][] =  

    
"barney/ba_pain1.wav"
    
"barney/ba_pain2.wav"
    
"barney/ba_pain3.wav" 


//Sounds when killed 
new const g_NpcSoundDeath[][] = 

    
"barney/ba_die1.wav"
    
"barney/ba_die2.wav"
    
"barney/ba_die3.wav" 


//Sounds when we knife our flesh NPC
new const g_NpcSoundKnifeHit[][] = 
{
    
"weapons/knife_hit1.wav",
    
"weapons/knife_hit2.wav",
    
"weapons/knife_hit3.wav",
    
"weapons/knife_hit4.wav"
}

new const 
g_NpcSoundKnifeStab[] = "weapons/knife_stab.wav";

//List of idle animations 
new const NPC_IdleAnimations[] = { 012311121821396365 };

//Sprites for blood when our NPC is damaged
new spr_blood_dropspr_blood_spray

//Player cooldown for using our NPC 
new Floatg_Cooldown[32];

//Boolean to check if we knifed our NPC
new boolg_Hit[32];

public 
plugin_init()
{
    
register_plugin("NPC Plugin""1.1""Mazza");
    
register_clcmd("say /npc""ClCmd_NPC");
    
    
register_event("HLTV""Event_NewRound""a""1=0""2=0");
        
    
RegisterHam(Ham_TakeDamage"info_target""npc_TakeDamage");
    
RegisterHam(Ham_Killed"info_target""npc_Killed");
    
RegisterHam(Ham_Think"info_target""npc_Think");
    
RegisterHam(Ham_TraceAttack"info_target""npc_TraceAttack");
    
RegisterHam(Ham_ObjectCaps"player""npc_ObjectCaps");
    
    
register_forward(FM_EmitSound"npc_EmitSound"); 
}

public 
plugin_precache()
{
    
spr_blood_drop precache_model("sprites/blood.spr")
    
spr_blood_spray precache_model("sprites/bloodspray.spr")
    
    new 
i;
    for(
sizeof g_NpcSoundPain i++)
        
precache_sound(g_NpcSoundPain[i]);
    for(
sizeof g_NpcSoundDeath i++)
        
precache_sound(g_NpcSoundDeath[i]);

    
precache_model(g_NpcModel)
}

public 
plugin_cfg()
{
    
Load_Npc()
}

public 
ClCmd_NPC(id)
{
    
//Create a new menu
    
new menu menu_create("NPC: Main Menu""Menu_Handler");
    
    
//Add some items to the newly created menu
    
menu_additem(menu"Create NPC""1");
    
menu_additem(menu"Delete NPC""2");
    
menu_additem(menu"Save current NPC locations""3");
    
menu_additem(menu"Delete all NPC""4");
    
    
//Let the menu have an 'Exit' option
    
menu_setprop(menuMPROP_EXITMEXIT_ALL);
    
    
//Display our menu
    
menu_display(idmenu);
}

public 
Menu_Handler(idmenuitem)
{
    
//If user chose to exit menu we will destroy our menu
    
if(item == MENU_EXIT)
    {
        
menu_destroy(menu);
        return 
PLUGIN_HANDLED;
    }
    
    new 
info[6], szName[64];
    new 
accesscallback;
    
    
menu_item_getinfo(menuitemaccessinfocharsmax(info), szNamecharsmax(szName), callback);
    
    new 
key str_to_num(info);
    
    switch(
key)
    {
        case 
1:
        {
            
//Create our NPC
            
Create_Npc(id);
        }
        case 
2:
        {
            
//Remove our NPC by the users aim
            
new iEntbodyszClassname[32];
            
get_user_aiming(idiEntbody);
            
            if (
is_valid_ent(iEnt)) 
            {
                
entity_get_string(iEntEV_SZ_classnameszClassnamecharsmax(szClassname));
                
                if (
equal(szClassnameg_NpcClassName)) 
                {
                    
remove_entity(iEnt);
                }
                
            }
        }
        case 
3:
        {
            
//Save the current locations of all the NPCs
            
Save_Npc();
            
            
client_print(idprint_chat"[AMXX] NPC origin saved succesfully");
        }
        case 
4:
        {
            
//Remove all NPCs from the map
            
remove_entity_name(g_NpcClassName);
            
            
client_print(idprint_chat"[AMXX] ALL NPC origin removed");
        }
    }
    
    
//Keep the menu displayed when we choose an option
    
menu_display(idmenu);
    
    return 
PLUGIN_HANDLED;
}

public 
npc_TakeDamage(iEntinflictorattackerFloat:damagebits)
{
    
//Make sure we only catch our NPC by checking the classname
    
new className[32];
    
entity_get_string(iEntEV_SZ_classnameclassNamecharsmax(className))
    
    if(!
equali(classNameg_NpcClassName))
        return;
        
    
//Play a random animation when damanged
    
Util_PlayAnimation(iEntrandom_num(1317), 1.25);

    
//Make our NPC say something when it is damaged
    //NOTE: Interestingly... Our NPC mouth (which is a controller) moves!! That saves us some work!!
    
emit_sound(iEntCHAN_VOICEg_NpcSoundPain[random(sizeof g_NpcSoundPain)],  VOL_NORMATTN_NORM0PITCH_NORM)
    
    
g_Hit[attacker] = true;
}

public 
npc_Killed(iEnt)
{
    new 
className[32];
    
entity_get_string(iEntEV_SZ_classnameclassNamecharsmax(className))
    
    if(!
equali(classNameg_NpcClassName))
        return 
HAM_IGNORED;

    
//Player a death animation once our NPC is killed
    
Util_PlayAnimation(iEntrandom_num(2530))

    
//Because our NPC may look like it is laying down. 
    //The bounding box size is still there and it is impossible to change it so we will make the solid of our NPC to nothing
    
entity_set_int(iEntEV_INT_solidSOLID_NOT);

    
//The voice of the NPC when it is dead
    
emit_sound(iEntCHAN_VOICEg_NpcSoundDeath[random(sizeof g_NpcSoundDeath)],  VOL_NORMATTN_NORM0PITCH_NORM)

    
//Our NPC is dead so it shouldn't take any damage and play any animations
    
entity_set_float(iEntEV_FL_takedamage0.0);
    
//Our death boolean should now be true!!
    
g_NpcDead[iEnt] = true;
        
    
//The most important part of this forward!! We have to block the death forward.
    
return HAM_SUPERCEDE
}

public 
npc_Think(iEnt)
{
    if(!
is_valid_ent(iEnt))
        return;
    
    static 
className[32];
    
entity_get_string(iEntEV_SZ_classnameclassNamecharsmax(className))
    
    if(!
equali(classNameg_NpcClassName))
        return;
    
    
//We can remove our NPC here if we wanted to but I left this blank as I personally like it when there is a NPC coprse laying around
    
if(g_NpcDead[iEnt])
    {
        return;
    }
        
    
//Our NPC just spawned
    
if(g_NpcSpawn[iEnt])
    {
        static 
Floatmins[3], Floatmaxs[3];
        
pev(iEntpev_absminmins);
        
pev(iEntpev_absmaxmaxs);

        
//Draw a box which is the size of the bounding NPC
        
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
        
write_byte(TE_BOX)
        
engfunc(EngFunc_WriteCoordmins[0])
        
engfunc(EngFunc_WriteCoordmins[1])
        
engfunc(EngFunc_WriteCoordmins[2])
        
engfunc(EngFunc_WriteCoordmaxs[0])
        
engfunc(EngFunc_WriteCoordmaxs[1])
        
engfunc(EngFunc_WriteCoordmaxs[2])
        
write_short(100)
        
write_byte(random_num(25255))
        
write_byte(random_num(25255))
        
write_byte(random_num(25255))
        
message_end();
        
        
//Our NPC spawn boolean is now set to false
        
g_NpcSpawn[iEnt] = false;
    }
    
    
//Choose a random idle animation
    
Util_PlayAnimation(iEntNPC_IdleAnimations[random(sizeof NPC_IdleAnimations)]);

    
//Make our NPC think every so often
    
entity_set_float(iEntEV_FL_nextthinkget_gametime() + random_float(5.010.0));
}

public 
npc_TraceAttack(iEntattackerFloatdamageFloatdirection[3], tracedamageBits)
{
    if(!
is_valid_ent(iEnt))
        return;
    
    new 
className[32];
    
entity_get_string(iEntEV_SZ_classnameclassNamecharsmax(className))
    
    if(!
equali(classNameg_NpcClassName))
        return;
        
    
//Retrieve the end of the trace
    
new Floatend[3]
    
get_tr2(traceTR_vecEndPosend);
    
    
//This message will draw blood sprites at the end of the trace
    
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
    
write_byte(TE_BLOODSPRITE)
    
engfunc(EngFunc_WriteCoordend[0])
    
engfunc(EngFunc_WriteCoordend[1])
    
engfunc(EngFunc_WriteCoordend[2])
    
write_short(spr_blood_spray)
    
write_short(spr_blood_drop)
    
write_byte(247// color index
    
write_byte(random_num(15)) // size
    
message_end()
}

public 
npc_ObjectCaps(id)
{
    
//Make sure player is alive
    
if(!is_user_alive(id))
        return;

    
//Check when player presses +USE key
    
if(get_user_button(id) & IN_USE)
    {        
        
//Check cooldown of player when using our NPC
        
static Floatgametime gametime get_gametime();
        if(
gametime 1.0 g_Cooldown[id])
        {
            
//Get the classname of whatever ent we are looking at
            
static iTargetiBodyszAimingEnt[32];
            
get_user_aiming(idiTargetiBody75);
            
entity_get_string(iTargetEV_SZ_classnameszAimingEntcharsmax(szAimingEnt));
            
            
//Make sure our aim is looking at a NPC
            
if(equali(szAimingEntg_NpcClassName))
            {
                
//Do more fancy stuff here such as opening a menu
                //But for this tutorial I will only display a message to prove it works
                
client_print(idprint_chat"Hello");
            }
            
            
//Set players cooldown to the current gametime
            
g_Cooldown[id] = gametime;
        }
    }
}

public 
npc_EmitSound(idchannelsample[], Float:volumeFloat:attnflagpitch)
{
    
//Make sure player is alive
    
if(!is_user_connected(id))
        return 
FMRES_SUPERCEDE;

    
//Catch the current button player is pressing
    
new iButton get_user_button(id);
                    
    
//If the player knifed the NPC
    
if(g_Hit[id])
    {    
        
//Catch the string and make sure its a knife 
        
if (sample[0] == 'w' && sample[1] == 'e' && sample[8] == 'k' && sample[9] == 'n')
        {
            
//Catch the file of _hitwall1.wav or _slash1.wav/_slash2.wav
            
if(sample[17] == 's' || sample[17] == 'w')
            {
                
//If player is slashing then play the knife hit sound
                
if(iButton IN_ATTACK)
                {
                    
emit_sound(idCHAN_WEAPONg_NpcSoundKnifeHit[random(sizeof g_NpcSoundKnifeHit)], volumeattnflagpitch);
                }
                
//If player is tabbing then play the stab sound
                
else if(iButton IN_ATTACK2)
                {
                    
emit_sound(id,CHAN_WEAPONg_NpcSoundKnifeStabvolumeattnflagpitch);
                }

                
//Reset our boolean as player is not hitting NPC anymore
                
g_Hit[id] = false;
                
                
//Block any further sounds to be played
                
return FMRES_SUPERCEDE
            
}
        }
    }
    
    return 
FMRES_IGNORED
}

public 
Event_NewRound()
{
    new 
iEnt = -1;
    
    
//Scan and find all of the NPC classnames
    
while( ( iEnt find_ent_by_class(iEntg_NpcClassName) ) )
    {
        
//If we find a NPC which is dead...
        
if(g_NpcDead[iEnt])
        {
            
//Reset the solid box
            
entity_set_int(iEntEV_INT_solidSOLID_BBOX);
            
//Make our NPC able to take damage again
            
entity_set_float(iEntEV_FL_takedamage1.0);
            
//Make our NPC instanstly think
            
entity_set_float(iEntEV_FL_nextthinkget_gametime() + 0.01);
            
            
//Reset the NPC boolean to false
            
g_NpcDead[iEnt] = false;
        }    
        
        
//Reset the health of our NPC
        
entity_set_float(iEntEV_FL_health250.0);
    }
}

Create_Npc(idFloat:flOrigin[3]= { 0.00.00.0 }, Float:flAngle[3]= { 0.00.00.0 } )
{
    
//Create an entity using type 'info_target'
    
new iEnt create_entity("info_target");
    
    
//Set our entity to have a classname so we can filter it out later
    
entity_set_string(iEntEV_SZ_classnameg_NpcClassName);
        
    
//If a player called this function
    
if(id)
    {
        
//Retrieve the player's origin
        
entity_get_vector(idEV_VEC_originflOrigin);
        
//Set the origin of the NPC to the current players location
        
entity_set_origin(iEntflOrigin);
        
//Increase the Z-Axis by 80 and set our player to that location so they won't be stuck
        
flOrigin[2] += 80.0;
        
entity_set_origin(idflOrigin);
        
        
//Retrieve the player's  angle
        
entity_get_vector(idEV_VEC_anglesflAngle);
        
//Make sure the pitch is zeroed out
        
flAngle[0] = 0.0;
        
//Set our NPC angle based on the player's angle
        
entity_set_vector(iEntEV_VEC_anglesflAngle);
    }
    
//If we are reading from a file
    
else 
    {
        
//Set the origin and angle based on the values of the parameters
        
entity_set_origin(iEntflOrigin);
        
entity_set_vector(iEntEV_VEC_anglesflAngle);
    }

    
//Set our NPC to take damange and how much health it has
    
entity_set_float(iEntEV_FL_takedamage1.0);
    
entity_set_float(iEntEV_FL_health250.0);

    
//Set a model for our NPC
    
entity_set_model(iEntg_NpcModel);
    
//Set a movetype for our NPC
    
entity_set_int(iEntEV_INT_movetypeMOVETYPE_PUSHSTEP);
    
//Set a solid for our NPC
    
entity_set_int(iEntEV_INT_solidSOLID_BBOX);
    
    
    
//Create a bounding box for oru NPC
    
new Floatmins[3] = {-12.0, -12.00.0 }
    new 
Floatmaxs[3] = { 12.012.075.0 }

    
entity_set_size(iEntminsmaxs);
    
    
//Controllers for our NPC. First controller is head. Set it so it looks infront of itself
    
entity_set_byte(iEnt,EV_BYTE_controller1,125);
    
// entity_set_byte(ent,EV_BYTE_controller2,125);
    // entity_set_byte(ent,EV_BYTE_controller3,125);
    // entity_set_byte(ent,EV_BYTE_controller4,125);
    
    //Drop our NPC to the floor
    
drop_to_floor(iEnt);
    
    
// set_rendering( ent, kRenderFxDistort, 0, 0, 0, kRenderTransAdd, 127 );
    
    //We just spawned our NPC so it should not be dead
    
g_NpcSpawn[iEnt] = true;
    
g_NpcDead[iEnt] = false;
    
    
//Make it instantly think
    
entity_set_float(iEntEV_FL_nextthinkget_gametime() + 0.01)
}

Load_Npc()
{
    
//Get the correct filepath and mapname
    
new szConfigDir[256], szFile[256], szNpcDir[256];
    
    
get_configsdir(szConfigDircharsmax(szConfigDir));
    
    new 
szMapName[32];
    
get_mapname(szMapNamecharsmax(szMapName));
    
    
formatex(szNpcDircharsmax(szNpcDir),"%s/NPC"szConfigDir);
    
formatex(szFilecharsmax(szFile),  "%s/%s.cfg"szNpcDirszMapName);
        
    
//If the filepath does not exist then we will make one
    
if(!dir_exists(szNpcDir))
    {
        
mkdir(szNpcDir);
    }
    
    
//If the map config file does not exist we will make one
    
if(!file_exists(szFile))
    {
        
write_file(szFile"");
    }
    
    
//Variables to store when reading our file
    
new szFileOrigin[3][32]
    new 
sOrigin[128], sAngle[128];
    new 
Float:fOrigin[3], Float:fAngles[3];
    new 
iLineiLengthsBuffer[256];
    
    
//When we are reading our file...
    
while(read_file(szFileiLine++, sBuffercharsmax(sBuffer), iLength))
    {
        
//Move to next line if the line is commented
        
if((sBuffer[0]== ';') || !iLength)
            continue;
        
        
//Split our line so we have origin and angle. The split is the vertical bar character
        
strtok(sBuffersOrigincharsmax(sOrigin), sAnglecharsmax(sAngle), '|'0);
                
        
//Store the X, Y and Z axis to our variables made earlier
        
parse(sOriginszFileOrigin[0], charsmax(szFileOrigin[]), szFileOrigin[1], charsmax(szFileOrigin[]), szFileOrigin[2], charsmax(szFileOrigin[]));
        
        
fOrigin[0] = str_to_float(szFileOrigin[0]);
        
fOrigin[1] = str_to_float(szFileOrigin[1]);
        
fOrigin[2] = str_to_float(szFileOrigin[2]);
                
        
//Store the yawn angle
        
fAngles[1] = str_to_float(sAngle[1]);
        
        
//Create our NPC
        
Create_Npc(0fOriginfAngles)
        
        
//Keep reading the file until the end
    
}
}

Save_Npc()
{
    
//Variables
    
new szConfigsDir[256], szFile[256], szNpcDir[256];
    
    
//Get the configs directory.
    
get_configsdir(szConfigsDircharsmax(szConfigsDir));
    
    
//Get the current map name
    
new szMapName[32];
    
get_mapname(szMapNamecharsmax(szMapName));
    
    
//Format 'szNpcDir' to ../configs/NPC
    
formatex(szNpcDircharsmax(szNpcDir),"%s/NPC"szConfigsDir);
    
//Format 'szFile to ../configs/NPC/mapname.cfg
    
formatex(szFilecharsmax(szFile), "%s/%s.cfg"szNpcDirszMapName);
        
    
//If there is already a .cfg for the current map. Delete it
    
if(file_exists(szFile))
        
delete_file(szFile);
    
    
//Variables
    
new iEnt = -1Float:fEntOrigin[3], Float:fEntAngles[3];
    new 
sBuffer[256];
    
    
//Scan and find all of my custom ents
    
while( ( iEnt find_ent_by_class(iEntg_NpcClassName) ) )
    {
        
//Get the entities' origin and angle
        
entity_get_vector(iEntEV_VEC_originfEntOrigin);
        
entity_get_vector(iEntEV_VEC_anglesfEntAngles);
        
        
//Format the line of one custom ent.
        
formatex(sBuffercharsmax(sBuffer), "%d %d %d | %d"floatround(fEntOrigin[0]), floatround(fEntOrigin[1]), floatround(fEntOrigin[2]), floatround(fEntAngles[1]));
        
        
//Finally write to the mapname.cfg file and move on to the next line
        
write_file(szFilesBuffer, -1);
        
        
//We are currentlying looping to find all custom ents on the map. If found another ent. Do the above till there is none.
    
}
    
}

stock Util_PlayAnimation(indexsequenceFloatframerate 1.0)
{
    
entity_set_float(indexEV_FL_animtimeget_gametime());
    
entity_set_float(indexEV_FL_framerate,  framerate);
    
entity_set_float(indexEV_FL_frame0.0);
    
entity_set_int(indexEV_INT_sequencesequence);

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Backstabnoob
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Join Date: Feb 2009
Location: Iwotadai Dorm
Old 05-14-2014 , 10:07   Re: [CS 1.6] Player model for Entity (NPC)
Reply With Quote #5

Try changing:
PHP Code:
new Floatmins[3] = {-12.0, -12.00.0 
new 
Floatmaxs[3] = { 12.012.075.0 
to

PHP Code:
static const Floatmins] = {-16.0, -16.0, -36.0}
static const 
Floatmaxs] = {16.016.036.0
If these values don't work, try to see if it's displayed properly without solidity, but I think you got the size wrong.
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Last edited by Backstabnoob; 05-14-2014 at 10:07.
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~Ice*shOt
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Join Date: Mar 2009
Location: Lithuania
Old 05-14-2014 , 10:17   Re: [CS 1.6] Player model for Entity (NPC)
Reply With Quote #6

Quote:
Originally Posted by Backstabnoob View Post
Try changing:
PHP Code:
new Floatmins[3] = {-12.0, -12.00.0 
new 
Floatmaxs[3] = { 12.012.075.0 
to

PHP Code:
static const Floatmins] = {-16.0, -16.0, -36.0}
static const 
Floatmaxs] = {16.016.036.0
If these values don't work, try to see if it's displayed properly without solidity, but I think you got the size wrong.
Omg. I can't believe it worked. Thank you. And it's OT so I want ask here, why when I'm shooting sometimes it looks like NPC has an armor, I see sparks.
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Old 05-14-2014 , 10:24   Re: [CS 1.6] Player model for Entity (NPC)
Reply With Quote #7

That's normal, I think it happens with all created entities with SOLID_BBOX. Not sure how to get rid of that.
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