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NPC Entity (Chase & Kill Players)


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Astrox
Junior Member
Join Date: Apr 2023
Old 04-27-2023 , 15:07   NPC Entity (Chase & Kill Players)
Reply With Quote #1

Hi everyone !

I'm new to alliedmods, and I hope I'm in the right subforum.

I wrote a script which creates an entity with a gun and sound from this archived thread : https://forums.alliedmods.net/archiv...p/t-11756.html , but the main part that I implemented isn't working "npc_think" .

The rat spawns after 3 seconds but doesn't chase me and this is what I get from ingame console :

L 04/27/2023 - 151:15: [ENGINE] Invalid player 2 (not in-game)
L 04/27/2023 - 151:15: [AMXX] Displaying debug trace (plugin "nextbots.amxx")
L 04/27/2023 - 151:15: [AMXX] Run time error 10: native error (native "entity_range")
L 04/27/2023 - 151:15: [AMXX] [0] engine_stocks.inc::get_entity_distance (line 71)
L 04/27/2023 - 151:15: [AMXX] [1] nextbots.sma::get_closest_player (line 131)
L 04/27/2023 - 151:15: [AMXX] [2] nextbots.sma::npc_think (line 176)


Honestly, I don't know if the code will work even without the log error since I literally copied the think function to the end of script from this website : https://amxmodx-es.com/Thread-Proble...7747#pid227747 and since get_closest_player() function didn't work I had to use chatGPT and come up with content of that function since there is no includes for it ("I'm a beginner scripter ikr :/ ")

This is my script :

PHP Code:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <hamsandwich>
#include <xs>
#include <cstrike>

new Float:spawn_origin[3] = { 0.00.00.0 }
new 
Float:spawn_origin_sprite[3] = { 0.00.00.0 }


public 
plugin_init()
{
        
    
register_plugin("RatSpawner""1.0""DeadShot");

    
register_srvcmd("rat""spawn_rat");
    
    
register_srvcmd("think""npc_think");
    
    
register_think("npc_rat""npc_think");
     
    
register_logevent"RoundStart"2"1=Round_Start" ); 

}

public 
plugin_precache()
{
    
precache_model("models/scoo_rats/bigfatrat.mdl");
    
precache_model("models/p_m4a1.mdl");
    
precache_generic("sprites/ledglow.spr");
    
precache_sound("twitch.wav");
}

public 
RoundStart(id)
{

    
// Schedule the rat function to execute 3 seconds after the round start
    
set_task(3.0"Usecmd_rat");
}

public 
Usecmd_rat()
{
    
server_cmd("rat");
    
    return 
PLUGIN_HANDLED
}


public 
spawn_rat()
{
    
// Get a random spawn point in the map (you can replace this with your own logic)
    
new ent_spawn find_ent_by_class(0"info_player_start");
    if (
ent_spawn != 0)
    {
       
        
entity_get_vector(ent_spawnEV_VEC_originspawn_origin);
        
entity_get_vector(ent_spawnEV_VEC_originspawn_origin_sprite);
        
spawn_origin[2] -=60.0// Spawn the rat slightly above the ground
        
rat(0); // Spawn the rat at the given location
        
spawn_origin_sprite[2] +=60.0;
        
// Spawn the cycler_sprite entity
        
new ent_sprite create_entity("env_sprite");
        
entity_set_origin(ent_spritespawn_origin_sprite);
        
entity_set_model(ent_sprite"sprites/ledglow.spr");
        
set_pev(ent_sprite,pev_renderamt,255.0);
        
set_pev(ent_sprite,pev_rendermode,kRenderTransAdd);
        
set_pev(ent_sprite,pev_renderfx,kRenderFxNone);
        
set_pev(ent_sprite,pev_rendercolorFloat:{255.00.00.0});
        
set_pev(ent_spritepev_scale0.8)
        
// Framerate
        
set_pev(ent_sprite,pev_framerate,0.0);
        
drop_to_floor(ent_spawn);
        
emit_soundent_spawn2"twitch.wav"1.0ATTN_STATIC0PITCH_NORM );
    }
    return 
PLUGIN_CONTINUE;
}

public 
rat(id)
{
    new 
ent create_entity("info_target");
    
give_weapon(ent);
    
    
entity_set_origin(ent,spawn_origin);
    
entity_set_origin(id,spawn_origin);
    
    
entity_set_float(entEV_FL_takedamage50.0);
    
entity_set_float(entEV_FL_health100.0);
    
    
entity_set_string(entEV_SZ_classname"npc_rat");
    
entity_set_model(ent"models/scoo_rats/bigfatrat.mdl");
    
entity_set_int(entEV_INT_solid2);

    
entity_set_byte(entEV_BYTE_controller1125);
    
entity_set_byte(entEV_BYTE_controller2125);
    
entity_set_byte(entEV_BYTE_controller3125);
    
entity_set_byte(entEV_BYTE_controller4125);

    new 
Float:maxs[3] = { 16.016.036.0 };
    new 
Float:mins[3] = { -16.0, -16.0, -36.0 };
    
entity_set_size(entminsmaxs);

    
entity_set_float(entEV_FL_animtime2.0);
    
entity_set_float(entEV_FL_framerate1.0);
    
entity_set_int(entEV_INT_sequence0);

    
entity_set_float(entEV_FL_nextthinkhalflife_time() + 0.01);
    
    return 
1;
}

public 
give_weapon(ent)
{
    new 
entWeapon create_entity("info_target");

    
entity_set_string(entWeaponEV_SZ_classname"npc_weapon");
    
entity_set_int(entWeaponEV_INT_movetypeMOVETYPE_FOLLOW);
    
entity_set_int(entWeaponEV_INT_solidSOLID_NOT);
    
entity_set_edict(entWeaponEV_ENT_aimentent);
    
entity_set_model(entWeapon"models/p_m4a1.mdl");
}
//Get closest player to NPC
get_closest_player(ent)
{
 
// iEntity = entity you are finding players closest to
    
    
new iPlayers32 ], iNum;
    
get_playersiPlayersiNum"a" );
    
    new 
iClosestPlayer 0Float:flClosestDist 9999.0;
    new 
iPlayerFloat:flDist;
    
    for( new 
0iNumi++ )
    {
        
iPlayer iPlayers];
        
flDist entity_rangeiPlayerent );
        
        if( 
flDist flClosestDist )
        {
            
iClosestPlayer iPlayer;
            
flClosestDist flDist;
        }
    }
    
    if( 
iClosestPlayer )
    {
        
client_print0print_chat"%i is the #1 closest at %i units"iClosestPlayerfloatroundflClosestDist ) );
    }
    return 
flClosestDist;
}

//Think Function
public npc_think(ent)
{

    static 
victimFloat:dist;

    if (
entity_get_int(entEV_INT_iuser1))
    {
        
entity_set_int(entEV_INT_iuser10);
        
entity_set_int(entEV_INT_sequence5);
        
entity_set_float(entEV_FL_nextthinkhalflife_time()+0.01);
        return
    }

    
victim entity_get_edict(entEV_ENT_enemy);
    if (!
victim)
    {
    
       
victim get_closest_player(ent);        
    }
 
    else
    {
        
attack(ent);
        
entity_set_edict(entEV_ENT_enemy0);
        
entity_set_int(entEV_INT_iuser11);
        
entity_set_float(entEV_FL_nextthinkhalflife_time()+0.01); 
        return
    }

    if (
dist 200.0)
    {
        
entity_set_edict(entEV_ENT_enemyvictim);
        
entity_set_int(entEV_INT_sequence5);
        
entity_set_vector(entEV_VEC_velocityFloat:{0.00.00.0});
        
entity_set_float(entEV_FL_nextthinkhalflife_time()+0.01); 

        return
    }

    if (
victim)
    {
        
entity_set_int(entEV_INT_sequence5);
        static 
Float:origin[3], Float:originT[3];
        
entity_get_vector(entEV_VEC_originorigin);
        
entity_get_vector(victimEV_VEC_originoriginT);

        
xs_vec_sub(originToriginoriginT);
        
xs_vec_normalize(originToriginT);
        
xs_vec_mul_scalar(originT250.0originT);

        
entity_set_vector(entEV_VEC_velocityoriginT);
        
originT[2] = 0.0;
        
vector_to_angle(originToriginT);
        
entity_set_vector(entEV_VEC_anglesoriginT);
    }
    else
    {
       
entity_set_int(entEV_INT_sequence5);
       
entity_set_vector(entEV_VEC_velocityFloat:{0.00.00.0});
       
entity_set_float(entEV_FL_nextthinkhalflife_time()+0.01); 
    }
    
entity_set_float(entEV_FL_nextthinkhalflife_time()+0.01); 
}
attack(ent)
{
    new 
Float:origin[3], Float:originT[3];
    
    
entity_get_vector(entEV_VEC_anglesoriginT);
    
entity_get_vector(entEV_VEC_originorigin);
    
angle_vector(originTANGLEVECTOR_FORWARDoriginT);
    
xs_vec_normalize(originToriginT);
    
xs_vec_mul_scalar(originT10.0originT);
    
xs_vec_add(originoriginToriginT);
        
    new 
victim = -1;
    while ((
victim find_ent_in_sphere(victimoriginT200.0)) > 0)
    {
        if (!(
<= victim <= 32))
            continue;
        
        if (!
is_user_alive(victim))
            continue;
        
        
entity_set_int(entEV_INT_sequence6);
        
ExecuteHamB(Ham_TakeDamagevictimentent70.0DMG_CLUB);
    }

Thanks in advance !

Last edited by Astrox; 04-27-2023 at 17:11.
Astrox is offline
Astrox
Junior Member
Join Date: Apr 2023
Old 04-27-2023 , 17:36   Re: NPC Entity (Chase & Kill Players)
Reply With Quote #2

I've used this instead .

now the rat looks at me whenever (maybe only those that types follow) I go but not moving :
PHP Code:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <hamsandwich>
#include <xs>
#include <cstrike>

new Float:spawn_origin[3] = { 0.00.00.0 }
new 
Float:spawn_origin_sprite[3] = { 0.00.00.0 }
new 
g_follow;

public 
plugin_init()
{
        
    
register_plugin("RatSpawner""1.0""DeadShot");

    
register_srvcmd("rat""spawn_rat");
    
    
register_srvcmd("think""npc_think");
    
    
register_clcmd("say /follow""clcmd_follow")
    
    
register_think("npc_rat""npc_think");
     
    
register_logevent"RoundStart"2"1=Round_Start" ); 

}

public 
plugin_precache()
{
    
precache_model("models/scoo_rats/bigfatrat.mdl");
    
precache_model("models/p_m4a1.mdl");
    
precache_generic("sprites/ledglow.spr");
    
precache_sound("twitch.wav");
}

public 
RoundStart(id)
{

    
// Schedule the rat function to execute 3 seconds after the round start
    
set_task(3.0"Usecmd_rat");
}

public 
Usecmd_rat()
{
    
server_cmd("rat");
    
    return 
PLUGIN_HANDLED
}


public 
spawn_rat()
{
    
// Get a random spawn point in the map (you can replace this with your own logic)
    
new ent_spawn find_ent_by_class(0"info_player_start");
    if (
ent_spawn != 0)
    {
       
        
entity_get_vector(ent_spawnEV_VEC_originspawn_origin);
        
entity_get_vector(ent_spawnEV_VEC_originspawn_origin_sprite);
        
spawn_origin[2] -=60.0// Spawn the rat slightly above the ground
        
rat(0); // Spawn the rat at the given location
        
spawn_origin_sprite[2] +=60.0;
        
// Spawn the cycler_sprite entity
        
new ent_sprite create_entity("env_sprite");
        
entity_set_origin(ent_spritespawn_origin_sprite);
        
entity_set_model(ent_sprite"sprites/ledglow.spr");
        
set_pev(ent_sprite,pev_renderamt,255.0);
        
set_pev(ent_sprite,pev_rendermode,kRenderTransAdd);
        
set_pev(ent_sprite,pev_renderfx,kRenderFxNone);
        
set_pev(ent_sprite,pev_rendercolorFloat:{255.00.00.0});
        
set_pev(ent_spritepev_scale0.8)
        
// Framerate
        
set_pev(ent_sprite,pev_framerate,0.0);
        
drop_to_floor(ent_spawn);
        
emit_soundent_spawn2"twitch.wav"1.0ATTN_STATIC0PITCH_NORM );
    }
    return 
PLUGIN_CONTINUE;
}

public 
rat(id)
{
    new 
ent create_entity("info_target");
    
give_weapon(ent);
    
    
entity_set_origin(ent,spawn_origin);
    
entity_set_origin(id,spawn_origin);
    
    
entity_set_float(entEV_FL_takedamage50.0);
    
entity_set_float(entEV_FL_health100.0);
    
    
entity_set_string(entEV_SZ_classname"npc_rat");
    
entity_set_model(ent"models/scoo_rats/bigfatrat.mdl");
    
entity_set_int(entEV_INT_solid2);

    
entity_set_byte(entEV_BYTE_controller1125);
    
entity_set_byte(entEV_BYTE_controller2125);
    
entity_set_byte(entEV_BYTE_controller3125);
    
entity_set_byte(entEV_BYTE_controller4125);

    new 
Float:maxs[3] = { 16.016.036.0 };
    new 
Float:mins[3] = { -16.0, -16.0, -36.0 };
    
entity_set_size(entminsmaxs);

    
entity_set_float(entEV_FL_animtime2.0);
    
entity_set_float(entEV_FL_framerate1.0);
    
entity_set_int(entEV_INT_sequence0);

    
entity_set_float(entEV_FL_nextthinkhalflife_time() + 0.01);
    
    return 
1;
}

public 
give_weapon(ent)
{
    new 
entWeapon create_entity("info_target");

    
entity_set_string(entWeaponEV_SZ_classname"npc_weapon");
    
entity_set_int(entWeaponEV_INT_movetypeMOVETYPE_FOLLOW);
    
entity_set_int(entWeaponEV_INT_solidSOLID_NOT);
    
entity_set_edict(entWeaponEV_ENT_aimentent);
    
entity_set_model(entWeapon"models/p_m4a1.mdl");
}
//Get closest player to NPC
stock entity_set_aim(entplayer)
{
    static 
Float:origin[3], Float:ent_origin[3], Float:angles[3]
    
entity_get_vector(playerEV_VEC_originorigin)
    
entity_get_vector(entEV_VEC_originent_origin)
    
    
xs_vec_sub(originent_originorigin)

    
xs_vec_normalize(originorigin)

    
vector_to_angle(originangles)
    
    
angles[0] = 0.0
    
    entity_set_vector
(entEV_VEC_anglesangles)
    
set_velocity(entangles)
}

stock set_velocity(entFloat:angles[3])
{
    static 
FloatDirection[3]
    
angle_vector(anglesANGLEVECTOR_FORWARDDirection)
    
xs_vec_mul_scalar(Direction215.0Direction// 215 speed
    
entity_set_vector(entEV_VEC_velocityDirection)
    
    
// Sequence 
    
if(entity_get_int(entEV_INT_sequence) != 4)
    {
        
entity_set_float(entEV_FL_nextthinkhalflife_time() + 0.01);
        
entity_set_int(entEV_INT_sequence4)
    }

public 
clcmd_follow(id)
{
    
g_follow id

public 
npc_think(ent)
{
    
// change by register_think
    
if(!pev_valid(ent)) return;
    
    static 
className[32]
    
pev(entpev_classnameclassNamecharsmax(className))
    
    if(!
equali(className"npc_rat")) return;
      
    
//Util_PlayAnimation(iEnt, NPC_IdleAnimations[random(sizeof NPC_IdleAnimations)])
    
    
if(is_user_alive(g_follow))
      
entity_set_aim(entg_follow)
    
entity_set_float(entEV_FL_nextthinkhalflife_time() + 0.01);

I don't know how to take use of this but the rat should follow the nearest players if there is more than 1 player while moving of course

Last edited by Astrox; 04-27-2023 at 17:40.
Astrox is offline
Jhob94
AMX Mod X Donor
Join Date: Jul 2012
Location: Siiiiiiiiuu
Old 04-27-2023 , 17:49   Re: NPC Entity (Chase & Kill Players)
Reply With Quote #3

I will help you when i get home. I am with 5% battery on mobile phone
__________________
Jhob94 is offline
Astrox
Junior Member
Join Date: Apr 2023
Old 04-27-2023 , 19:21   Re: NPC Entity (Chase & Kill Players)
Reply With Quote #4

You are a legend bro, Thanks !

Be safe !
Astrox is offline
Jhob94
AMX Mod X Donor
Join Date: Jul 2012
Location: Siiiiiiiiuu
Old 04-27-2023 , 19:36   Re: NPC Entity (Chase & Kill Players)
Reply With Quote #5

Code:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <hamsandwich>
#include <xs>
#include <cstrike>

new Float:spawn_origin[3] = { 0.0, 0.0, 0.0 }
new Float:spawn_origin_sprite[3] = { 0.0, 0.0, 0.0 }
new g_follow;

public plugin_init()
{
	
	register_plugin("RatSpawner", "1.0", "DeadShot");
	
	register_srvcmd("rat", "spawn_rat");
	
	register_srvcmd("think", "npc_think");
	
	register_clcmd("say /follow", "clcmd_follow")
	
	register_think("npc_rat", "npc_think");
	
	register_logevent( "RoundStart", 2, "1=Round_Start" ); 
	
}

public plugin_precache()
{
	precache_model("models/scoo_rats/bigfatrat.mdl");
	precache_model("models/p_m4a1.mdl");
	precache_generic("sprites/ledglow.spr");
	precache_sound("twitch.wav");
}

public RoundStart()
{
	// Schedule the rat function to execute 3 seconds after the round start
	set_task(3.0, "Usecmd_rat");
}

public Usecmd_rat()
{
	server_cmd("rat");
	
	return PLUGIN_HANDLED
}


public spawn_rat()
{
	// Get a random spawn point in the map (you can replace this with your own logic)
	new ent_spawn = find_ent_by_class(0, "info_player_start");
	if (ent_spawn != 0)
	{
		
		entity_get_vector(ent_spawn, EV_VEC_origin, spawn_origin);
		spawn_origin[2] -=60.0; // Spawn the rat slightly above the ground
		rat(); // Spawn the rat at the given location
		spawn_origin_sprite[2] +=60.0;
		// Spawn the cycler_sprite entity
		new ent_sprite = create_entity("env_sprite");
		entity_set_origin(ent_sprite, spawn_origin_sprite);
		entity_set_model(ent_sprite, "sprites/ledglow.spr");
		set_pev(ent_sprite,pev_renderamt,255.0);
		set_pev(ent_sprite,pev_rendermode,kRenderTransAdd);
		set_pev(ent_sprite,pev_renderfx,kRenderFxNone);
		set_pev(ent_sprite,pev_rendercolor, Float:{255.0, 0.0, 0.0});
		set_pev(ent_sprite, pev_scale, 0.8)
		// Framerate
		set_pev(ent_sprite,pev_framerate,0.0);
		drop_to_floor(ent_spawn);
		emit_sound( ent_spawn, 2, "twitch.wav", 1.0, ATTN_STATIC, 0, PITCH_NORM );
	}
	return PLUGIN_CONTINUE;
}

public rat()
{
	new ent = create_entity("info_target");
	give_weapon(ent);
	
	entity_set_origin(ent,spawn_origin);
	
	entity_set_float(ent, EV_FL_takedamage, 50.0);
	entity_set_float(ent, EV_FL_health, 100.0);
	
	entity_set_string(ent, EV_SZ_classname, "npc_rat");
	entity_set_model(ent, "models/scoo_rats/bigfatrat.mdl");
	entity_set_int(ent, EV_INT_solid, 2);
	
	entity_set_byte(ent, 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);
	
	new Float:maxs[3] = { 16.0, 16.0, 36.0 };
	new Float:mins[3] = { -16.0, -16.0, -36.0 };
	entity_set_size(ent, mins, maxs);
	
	entity_set_float(ent, EV_FL_animtime, 2.0);
	entity_set_float(ent, EV_FL_framerate, 1.0);
	entity_set_int(ent, EV_INT_sequence, 0);
	
	entity_set_float(ent, EV_FL_nextthink, halflife_time() + 0.01);
	
	return 1;
}

public give_weapon(ent)
{
	new entWeapon = create_entity("info_target");
	
	entity_set_string(entWeapon, EV_SZ_classname, "npc_weapon");
	entity_set_int(entWeapon, EV_INT_movetype, MOVETYPE_STEP);
	entity_set_int(entWeapon, EV_INT_solid, SOLID_NOT);
	entity_set_edict(entWeapon, EV_ENT_aiment, ent);
	entity_set_model(entWeapon, "models/p_m4a1.mdl");
}
//Get closest player to NPC
stock entity_set_aim(ent, player)
{
	static Float:origin[3], Float:ent_origin[3], Float:angles[3]
	entity_get_vector(player, EV_VEC_origin, origin)
	entity_get_vector(ent, EV_VEC_origin, ent_origin)
	
	xs_vec_sub(origin, ent_origin, origin)
	
	xs_vec_normalize(origin, origin)
	
	vector_to_angle(origin, angles)
	
	angles[0] = 0.0
	
	entity_set_vector(ent, EV_VEC_angles, angles)
	set_velocity(ent, angles)
}

stock set_velocity(ent, Float:angles[3])
{
	static Float: Direction[3]
	angle_vector(angles, ANGLEVECTOR_FORWARD, Direction)
	xs_vec_mul_scalar(Direction, 215.0, Direction) // 215 speed
	entity_set_vector(ent, EV_VEC_velocity, Direction)
	
	// Sequence 
	if(entity_get_int(ent, EV_INT_sequence) != 4)
	{
		entity_set_float(ent, EV_FL_nextthink, halflife_time() + 0.01);
		entity_set_int(ent, EV_INT_sequence, 4)
	}
} 
public clcmd_follow(id)
{
	g_follow = id
} 
public npc_think(ent)
{
	// change by register_think
	if(!pev_valid(ent)) return;
	
	static className[32]
	pev(ent, pev_classname, className, charsmax(className))
	
	if(!equali(className, "npc_rat")) return;
	
	//Util_PlayAnimation(iEnt, NPC_IdleAnimations[random(sizeof NPC_IdleAnimations)])
	
	if(is_user_alive(g_follow))
		entity_set_aim(ent, g_follow)
	entity_set_float(ent, EV_FL_nextthink, halflife_time() + 0.01);
}
It was a very quick review. I removed id from unnecessary places and changed movetype.
If this still not works, tomorrow (or when i can) i will make one by myself
__________________

Last edited by Jhob94; 04-27-2023 at 19:37.
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Astrox
Junior Member
Join Date: Apr 2023
Old 04-27-2023 , 20:06   Re: NPC Entity (Chase & Kill Players)
Reply With Quote #6

Appreciate the help (rat is still waiting for a bright future where he can walk xD).

Peace !

Last edited by Astrox; 04-27-2023 at 20:08.
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Old 04-28-2023, 13:57
Astrox
This message has been deleted by Astrox.
Astrox
Junior Member
Join Date: Apr 2023
Old 04-28-2023 , 15:11   Re: NPC Entity (Chase & Kill Players)
Reply With Quote #7

I made some progress ; the rat follows me but there is still alot of rooms for optimization :
1- Rat doesn't lurk ( he needs a player to aim at it so it follows him)
2- It doesn't overcome obstacles (ramp, stairs, 1unit blocks, dust2 doors )
3- I think it may need to think when there is more than 1 player (follow nearest)
4- Need the rat to spawn at a random "info_player_start" with a cycler_sprite above rats head

This the updated code :
PHP Code:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <hamsandwich>
#include <xs>

#define TASK_COOLDOWN 7208
#define TASK_REMOVE 8072
#define ID_REMOVE (taskid - TASK_REMOVE)


const MAX_SPAWN 32
new g_dead[256]
new 
g_cooldown
new g_spawncount
new g_follow

new const g_NpcClassName[] = "rat_npc"

new const g_NpcModel[] = "models/scoo_rats/bigfatrat.mdl"



public plugin_precache()
{
    
precache_generic("sprites/ledglow.spr");
    
precache_sound("twitch.wav");
    
 
    
precache_model(g_NpcModel)
}

public 
plugin_init()
{
    
register_plugin("RatSpawner""1.0""DeadShot");
    
    
register_logevent"RoundStart"2"1=Round_Start" ); 
    
register_srvcmd("rat""rat_npc")
    
register_srvcmd("follow""rat_follow")
    
    
RegisterHam(Ham_Think"info_target""npc_Think")

}

public 
RoundStart(id)
{

    
// Schedule the rat function to execute 3 seconds after the round start
    
set_task(3.0"Usecmd_rat");
}

public 
Usecmd_rat()
{
    
server_cmd("rat");
    
server_cmd("follow");
    
    return 
PLUGIN_HANDLED
}


public 
rat_npc(id)
{
    if(
g_cooldown) return PLUGIN_HANDLED;
    
    if(
g_spawncount >= MAX_SPAWN)
    {
        
client_print(idprint_chat"[EntTest] Max [%i] spawns has been reach."MAX_SPAWN)
        return 
PLUGIN_HANDLED;
    }
    
    
g_cooldown 1
    
    
new ent engfunc(EngFunc_CreateNamedEntityengfunc(EngFunc_AllocString"info_target"))
    if(!
pev_valid(ent)) return PLUGIN_HANDLED;
    
    
set_pev(entpev_classnameg_NpcClassName)
    
set_pev(entpev_netname"Twitch")
    new 
Floatorigin[3], Floatangle[3], Floatvelocity[3]
    
pev(idpev_originorigin)
    
origin[2] += 80.0
    engfunc
(EngFunc_SetOriginentorigin)
    
pev(idpev_anglesangle)
    
angle[0] = 0.0
    set_pev
(entpev_anglesangle)
    
set_pev(entpev_gravity1.0)
    
set_pev(entpev_movetypeMOVETYPE_PUSHSTEP)
    
set_pev(entpev_solidSOLID_SLIDEBOX)
    
set_pev(entpev_controller_0125)
    
set_pev(entpev_controller_1125)
    
set_pev(entpev_controller_2125)
    
set_pev(entpev_controller_3125)
    
engfunc(EngFunc_SetModelentg_NpcModel)
    
engfunc(EngFunc_SetSizeent, {-16.0, -16.0, -36.0 }, { 16.016.036.0 })
    
velocity_by_aim(id800velocity)
    
set_pev(entpev_velocityvelocity)
    
emit_soundent2"twitch.wav"1.0ATTN_STATIC0PITCH_NORM );
    
g_spawncount += 1
    
    set_pev
(entpev_nextthinkget_gametime() + 0.01)
    
set_task(1.0"ResetCooldown"TASK_COOLDOWN)
    
    return 
PLUGIN_HANDLED;
}

public 
rat_follow(id)

    
g_follow id
    
    
return PLUGIN_HANDLED;


public 
npc_Think(iEnt)
{
    if(!
pev_valid(iEnt)) return;
    
    static 
className[32]
    
pev(iEntpev_classnameclassNamecharsmax(className))
    
    if(!
equali(classNameg_NpcClassName)) return;
    
    if(
g_dead[iEnt]) return;
    
    if(
is_user_alive(g_follow)) entity_set_aim(iEntg_follow);
    
    
set_pev(iEntpev_nextthinkget_gametime() + 0.01)
}

public 
ResetCooldown(taskid)
{
    
g_cooldown 0
}

public 
RemoveDeadEntity(taskid)
{
    if(!
pev_valid(ID_REMOVE)) return;
    
    
engfunc(EngFunc_RemoveEntityID_REMOVE)
    
    
g_spawncount -= 1
    g_dead
[ID_REMOVE] = 0
}
//AIM AT PLAYER
entity_set_aim(entplayer

    static 
Float:origin[3], Float:ent_origin[3], Float:angles[3
    
pev(playerpev_originorigin
    
pev(entpev_originent_origin
     
    
xs_vec_sub(originent_originorigin
    
xs_vec_normalize(originorigin
    
vector_to_angle(originangles
     
    
angles[0] = 0.0 
     
    set_pev
(entpev_anglesangles)
    
set_velocity(entangles)

//RAT SPEED
set_velocity(entFloat:angles[3]) 

    static 
FloatDirection[3
    
angle_vector(anglesANGLEVECTOR_FORWARDDirection
    
xs_vec_mul_scalar(Direction350.0Direction// 350 speed
    
set_pev(entpev_velocityDirection)
    
    
// Run Sequence
    
if(pev(entpev_sequence) != 5Util_PlayAnimation(ent4);
}

Util_PlayAnimation(indexsequenceFloatframerate 1.0)
{
    
set_pev(indexpev_animtimeget_gametime())
    
set_pev(indexpev_framerate,  framerate)
    
set_pev(indexpev_frame0.0)
    
set_pev(indexpev_sequencesequence)

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Astrox
Junior Member
Join Date: Apr 2023
Old 05-17-2023 , 07:04   Re: NPC Entity (Chase & Kill Players)
Reply With Quote #8

Any ideas :'( ?
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Fuck For Fun
Veteran Member
Join Date: Nov 2013
Old 05-18-2023 , 09:21   Re: NPC Entity (Chase & Kill Players)
Reply With Quote #9

PHP Code:
get_closest_player(ent)
{
    new 
iPlayers[32], iNum;
    
get_players(iPlayersiNum"a");

    new 
iClosestPlayer 0Float:flClosestDist 9999.0;
    new 
iPlayerFloat:flDist;

    for (new 
0iNumi++)
    {
        
iPlayer iPlayers[i];
        
        if (!
is_user_alive(iPlayer))
            continue;

        
flDist entity_range(iPlayerent);

        if (
flDist flClosestDist)
        {
            
iClosestPlayer iPlayer;
            
flClosestDist flDist;
        }
    }

    if (
iClosestPlayer)
    {
        
client_print(0print_chat"%i is the #1 closest at %i units"iClosestPlayerfloatround(flClosestDist));
    }

    return 
flClosestDist;

It seems that the player with ID 2 is not recognized as an in-game player,
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Astrox
Junior Member
Join Date: Apr 2023
Old 05-18-2023 , 15:43   Re: NPC Entity (Chase & Kill Players)
Reply With Quote #10

Thanks for the reply.
Yeh I got that ingame error (no player with id X) when trying to use that function inside the rat_follow() function
I may need some friends to test it out. At this rate, I may just give this plugin up .
Thanks for help tho <3
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