View Full Version : Botmans Stripper2 Plugin and creating Barneys
Security
06-11-2004, 17:30
Hi,
I've downloadet and installed Botmans Stripper2 Plugin successfully, and would like to add a full working Barney to a Map now. I tried the following:
I created a .cfg File for the Map in Map Folder and addet this Piece of Code i got from a Friend:
{
classname/monster_barney
rendercolor/0 0 0
origin/2368 1983 2047
}
the Coordinates should be the right ones - checked it with Botmans .bsp Viewer, so something must be wrong, cause it don't works, do i have to precache Files somehow? Isn't that the right Code?
Hope you can help me! ;)
What mod is this for? Most mods don't support monsters.
Security
06-11-2004, 20:55
It's Natural Selection - i tried Botmans Monsterplugins before, and it worked, so creating a Barney with Stripper2 shouldn't be a Problem, i think, is it?
I would use the Monster Plugin to spawn Barney, if he wasn't that agressive and shoots everyone instantly when spawned then. So i want the original friendly Halflife one. ;)
Pierre-Marie Baty
07-11-2004, 15:27
Aha, I see.
It worked with the monster plugin because the Barney code is embedded within the monster plugin (which is the principle that makes this plugin work with all mods).
But if the mod doesn't feature any Barney code natively, you won't be able to spawn one with Stripper.
Stripper can only spawn entities that the mod knows. Monster adds new entities to mods. That's the key difference.
Security
07-11-2004, 17:12
Oh, so the Code I entered is right, but Natural-Selection doesn't support Monsters? Okay, but can I get it to work somehow different?
Or even better: Could someone make the Monster Plugin's Barney friendly, for me, maybe? If you have the Time and feel nice or something, shouldn't be as big Changes, i just don't know anything about Metamod - tried to look at the Sourcecode, but didn't know what to Change - compilation for Linux failed too ;)
who do you want barney to target?
Security
09-11-2004, 02:00
I mostly want the Barney for decorative purpose, so it would be the best if he only draws his Weapon to defend himself, when he is attacked by someone ;)
you could spawn the barney model using stripper 2 for decoration but he wont move at all, no shooting, no walking, nothing.
I suppose it might be fun to make 3 versions of barney (and hgrunts, hassassins, etc) for use in team mods. IE Red Barney, Blue Barney and Neutral Barney. Nuetral barney would do nothing, cept maybe shoot when attacked (have to look into that, not sure I would know how to do it) and then have red and blue barney help out their corresponding teams (ie red or blue for tfc or axis/allies for dod but guess that would be red and green huh?) hmmm, maybe I'll look into that tonight. Might be fun.
Security
09-11-2004, 02:12
Hey, yes - sounds fun, would use it on my Server :)
Could you tell me how to spawn a Barney Model with Stripper2 nevertheless please?
just like anything else. Below is sample that would prolly work for tfc but you will need to find a valid classname for nsp or whatnot. also you may have to make a copy of barney.mdl from the valve models dir to the nsp side. also depening on what classname you use he might be not solid, ie you can walk through him...
[strip]
[add]
PRECACHE_MODEL(models/barney.mdl)
{
netname/barney
classname/item_tfgoal
origin/-610 -2609 -685
model/models/barney.mdl
owned_by/0
message/Hi I'm Barney!
}
Here is some actual code I use to have beer cans strewn about in the map 2fort under TFC.
PRECACHE_MODEL(models/beer1.mdl)
// BEER CANS BLUE BASEMENT
{
netname/stripper2
classname/info_tfgoal
origin/-590 -2550 -665
model/models/beer1.mdl
angle/180
}
btw with the monster plugin the scientist just heals people. perhaps you'd like that :) And I dont think gman does anything but wander around, could be wrong though...
Pierre-Marie Baty
09-11-2004, 03:16
I don't think either. The G-man has a very limited AI in the original HL1 code. So limited even, you simply cannot shoot at him, bullets pass through. I'm not even sure he has death animations.
Security
09-11-2004, 03:43
btw with the monster plugin the scientist just heals people. perhaps you'd like that :) And I dont think gman does anything but wander around, could be wrong though... Yeah, but a Barney would be even better :)
Looking forward to your Plugin and gonna test around a bit with the Barney Model thing tomorrow, tell me if you need a Betatester or something ;)
I have my own servers (tfc and dod) so I have ability to test :)
btw, a simple change of the gman model to use barney instead in the monster sources might be all your really looking for then in that case ;)
Well actually I plan to look into this stuff tonight so maybe I'll have something roughed out by tomorrow...
btw, why does it stick in my mind that there is a red barney model somewhere. Haven't I seen that before?
Security
09-11-2004, 04:55
Hmm, I don't know, how about making the Barneys glow differently? Blue for Team1, Red for Team2 and white for the neutral Barney! :)
Edit: The only red Barney iv'e seen yet was someone with Barney Playermodel in HLDM who changed the Colors
btw, a simple change of the gman model to use barney instead in the monster sources might be all your really looking for then in that case Yeah, for an decorative Barney, but I like your Plugin Idea too ;)
By the Way, is there a Gman in the Monster Plugin at all? I can't find anything to precache one in the monster_precache.cfg or readme! But i think it should work with an Scientist too, should it?
if you used the scientist barney would use a needle and heal people but not sure how well it would look animation wise since barney model not made for that. Perhaps gman is in the expension pack for monster_plugin, my local copy has other monsters that weren't in botmans version including rats, roaches, etc.
I'll see what I can whip up after dinner, now to eat
Security
09-11-2004, 05:46
Ah, i see, okay, would be nice if you could upload it for me, or something, cause the only monster plugin i could get was botmans 3.0 :)
Tried the Barney model thing now, thats from my Mapconfig:
[add]
PRECACHE_MODEL(models/barney.mdl)
{
netname/barney
classname/team_armory
origin/2597 2745 2175
model/models/barney.mdl
angle/180
}
barney.mdl is uploadet in ns/models too.
Works, but not like it should to ;) - theres no Barney, but an Armory spawning now! Does info_tfgoal something special in TF?
info_tfgoal is a tf only thing, try func_wall...
Security
09-11-2004, 14:58
Ah, okay, works now, but you were right - doesn't look as good ;)
ok so I have successfully hacked barney such that he now only attacks the red team in tfc (or whatever team 2 is in other mods). A skinner at my community is working on changing otis to serve as the red team counterpart to barney (attack the blue team or team 1 for other mods). He is still tinkering but here is what he came up with so far.
http://www.dragunfyre.com/images/project2.jpg
of course I'll go ahead and whip up a nuetral barney if you still wanted that as well... And I might go forward and try to get versions for the other 2 teams supported by the hl engine too and maybe even do a hgrunt version of the same. For othe mods diff models may be needed to match team colors (ie dod is green and red teams). But so far so good...
Security
10-11-2004, 04:40
Hey, very good!
How are the Barneys addet to the Game? Via Command, or can a Spawnpoint with coordinates/origin be chosen too?
Yes, I'd still like a neutral Barney very much!
Oh, and would it be a Problem if you could do a compile/option or something to only let the different Barneys glow in blue/white/red instead of using a Custom Model? It's not that I don't like it, but the Serverowner doesn't like to have the Players downloading Custom Stuff until they connect anymore, I'm just an Administrator (but with full access btw. *g*) - would love you for that ;)!
I don't think either. The G-man has a very limited AI in the original HL1 code. So limited even, you simply cannot shoot at him, bullets pass through. I'm not even sure he has death animations.
No see when you shoot him the bullets bounce off. He is like Superman!
Well I dont have this fully working yet so alot is still up in the air. You will definately be able to use the map_monster.cfg file for adding these monsters. I guess what I'd like to see if something like:
origin/50 99 33
team/2
monster/barney
like that kinda, note the added team variable. With this I might make it 0 is no team (shoot em all), 1-4 are the various teams and -1 might be a neutral barney.
as for the models... that could be edited in the sources at compile time at the very least. I've never played with making things "glow" so I dont even know how that works but I can probably look at other code to figure it out.
Security
10-11-2004, 15:11
Okay, I've got a Friend that codet some Metamod Plugins for our Server in the past - including glow/holographic effects, hasn't the Time to code anymore, but I'm gonna ask him about it when he comes online today!
Btw. the holographik effect would maybe be good for the bad Barney, that shoots on everyone - kind of bad ghost of a dead Barney ;)
Security
10-11-2004, 23:48
Thats what my Friend gave me:
pHitEnt->pev->renderfx = kRenderFxGlowShell;
pHitEnt->pev->rendercolor = Vector(0, 255, 0);
He said, "pHitEnt" is an Entity from Type "CBaseEntity" and to add a holo effect you just have to use another constant, which is listet in the list of other constants.
I don't understand any word, but I hope that helps ;)
Here is a List from the Basic glowing Colors that can be done:
Yellow:
255, 255, 0
Blue:
0, 0, 255
Red:
255, 0, 0
Green:
0, 255, 0
Purple:
255, 0, 255
Cyan:
0, 255, 255
White:
255, 255, 255
Black:
0,0,0
You can mix them of course, so if you do 255, 80, 0 you would have a dark/orange yellow!
yeppers that makes sense, should be easy enough.
I've done some thinking on this stuff and I'm starting to think that much of this that I had planned to do is more than needs done as most prolly wont use or want that kind of functionality (that being said I'll prolly soon find that I was wrong lol) so perhaps I'll just whip up some hack just for you and another hack for what I want which is slightly diff. Question though, do you have a linux server or windows cuz I only have ability to compile for linux. If windows do/can you compile metamod code? It of course requires the hl sdk as well as metamod sources and a compiler for windows. If you cannot I have a few friends I can call on or perhaps another here at bots-united can lend a hand.
Security
11-11-2004, 14:41
Yeah, okay!
I've got Linux ;)
ok well last night I got this working where:
Barney uses the default barney model, glows blue and only attacks team 2 (unless provoked). Otis uses a custom red skinned model, only attacks team 1 (unless provoked) and glows red. So that part is done.
I'll whip up an alternate barney for you, what color you want him to glow? Oh and I'm guessing the way it would work is barney attack noone for your version unless provoked. IE Like in single player if you shoot him he will shoot back. Is that what you want?
http://spokaneteamfortress.com/barney_otis.jpg
In addition to team based barney and otis monsters the version I have includes additional monsters. barnacle, bloater, controller, gargantua, icthyosaur,
gman, leech, rat, roach, tentacle. nihilanth being the only unsupported monster at this point.
Pierre-Marie Baty
12-11-2004, 15:54
BAStumm that's an impressive amount of improvements. If botman and yourself were okay with it I'd propose to roll in your changes into the official monster plugin and push the version number many digits ahead... definitely :)
you could become the official maintainer for this plugin too if you were interested. But botman should know first.
It wouldn't be fair for me to take really any credit. At one point someone released something called monster_plugin_expension with a version number of 1.2 which included most of these monsters. I may or may not have ported more monsters into that but cannot recall. This was ages ago and while I do have the botman forum archives on my computer grep -r -i expension turns up empty so I can't even provide credit where its due unfortunately... When this person released the expension I did go through and clean up the code so it would compile in linux. again ages ago. Recently I got copies of rat.cpp and roach.cpp from buzzkill and added those into my local sources. Otis is the only real thing I've added and I got some assistance from CyberMind of the phpUA and QMM team. Other than that I did add in support for team based monsters and changed barney and otis to be team based, statically barney = v.team 1 and otis v.team 2 but another file is changed to allow any monster to be team based but if v.team is null they fall back to default mode as the original monster_plugin.
I could go ahead and release a new package for monster and would be happy to maintain it if botman is ok with that but I take no credit. Heck im not even sure team based barney/otis is something people would want. I do plan to later make team based hgrunts as well but again, is that a desired feature by people other than me?
http://www.geocities.com/monsterplugin/
He added tentacles, barnacles, bloaters, ichthyosaurs, the Gman, leeches, and gargs. I remember on the original, it crashed when a garg hit another monster, but that was fixed. Then he made the Gman killable so you could spawn new monsters instead.
as i stated I can take basically no credit but if needed ill maintain this plugin
Pierre-Marie Baty
13-11-2004, 15:21
if neededthe #1 question is whether you want it or not. It would not be wise to maintain something for which you've lost all interest. If you want it, ask botman to come and give us his opinion here, and if he agrees, I'll do the necessary.
Ill contact botman and see what his thoughts are. I don't mind maintaining it, there isn't exactly a lot left to add to it, nilhilanth (sp?) is all that isn't added at this point. However I would need someone to do windows compiles for me as I "dont do windows". Course I have a few peeps on the phpUA team, QMM team, Titan etc which could lend a hand there if I ask them nicely ;)
Security
16-11-2004, 11:57
Bah, sorry - couldn't reply earlier, my Power Supply was broken since Friday, took awhile until i was able to get a new one. ;)
ok well last night I got this working where:
Barney uses the default barney model, glows blue and only attacks team 2 (unless provoked). Otis uses a custom red skinned model, only attacks team 1 (unless provoked) and glows red. So that part is done.
I'll whip up an alternate barney for you, what color you want him to glow? Oh and I'm guessing the way it would work is barney attack noone for your version unless provoked. IE Like in single player if you shoot him he will shoot back. Is that what you want? Yes, thats exactly what I'd like to! Would be nice if you can make him glow white. :) A cvar or something (really don't know if something like that is much work) to switch between red otis/red glowing Barney for Team2 would be great, or else just a Compile with a red glowing Barney for me instead - you know, the Owner Custom Model download thing :/
In addition to team based barney and otis monsters the version I have includes additional monsters. barnacle, bloater, controller, gargantua, icthyosaur,
gman, leech, rat, roach, tentacle. nihilanth being the only unsupported monster at this point. Cool, sounds fun!
I don't have any problems with anyone merging changes into my original Monster plugin source code and making them available here for everyone else.
I'm surprised that so many people continue to play Half-Life multiplayer and MODs other than Counter-Strike. I guess there's at least a few months left of Half-Life MODs before the Half-Life2 Source MODs start rolling out.
botman
Pierre-Marie Baty
16-11-2004, 21:15
*waves hand*
we exist, botman :D
Okay, BAStumm, if you send me your complete source code and a compiled Linux binary, I'll compile the plugin for Widows (and orphans) and update all the Monster plugin packages on botman's site. You can add a readme if you want. Once this is done I'll post a news item on botman's index page. If you have a particular text you want me to put there, tell me.
We can do the other way around, too: I compile the plugin for Windows, I send the binary back to you, and you're in charge of hosting the monster plugin files wherever you want (it can be at the BU filebase, btw). In that case, I'll update the links on botman's site to point to your location. Choose what suits you best. :)
Security
16-11-2004, 23:33
I'm surprised that so many people continue to play Half-Life multiplayer and MODs other than Counter-Strike. I guess there's at least a few months left of Half-Life MODs before the Half-Life2 Source MODs start rolling out.
botman Hehe ;),
There are many Reasons to still play with the old Halflife Engine, but the Main Things are:
1. Too slow Computer for HL2 (like myself :[, I really thought HL2 would be delayed another year, so I didn't care about Hardware Upgrades - this Time HL2 is really released, but now I have no Money :[ )
2. It will take a (big) while until some good Mods are converted to Source Engine - some of them never, - SvenCoop, Natural-Selection, Science&Industrie..
Hope someone will make an HLDM Mod for HL2 ;) - didn't knew Counterstrike is it's official Multiplayer an there is no Deathmatch this Time :[ (why btw. ?)
should I include barney and otis as team based monsters or should I mod then back to be attack all style monsters? Important to note that the way I set them up they will work same as current botman release for deathmatch mods.
monsters.cpp
BOOL CMBaseMonster :: GetEnemy ( void )
{
edict_t *pNewEnemy;
if ( HasConditions(bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_NEMESIS) )
{
pNewEnemy = BestVisibleEnemy();
// This is a small hack that allows us to have team based monsters.
// How to implement team based monsters hasn't been completely determined
// as of this writing. Ideas include monsters that are for a certain team,
// a config option for each monster, or ??? - bs 11/09/04
if( pNewEnemy->v.team == pev->team & pev->team != 0 ) {
pNewEnemy = NULL;
}
// end team check
if ( pNewEnemy != m_hEnemy && pNewEnemy != NULL)
{
Right now I have barney and otis hard coded to be static teams ie barney is on team 1 and otis on team 2.
I should also note that this hack has an interesting side effect wherein barney/otis will follow teammates but not shoot them. Also barney/otis will shoot back if provoked. This hack allows such that any monster could be modded to be team based. At some point I am thinking I'll create a hgrunt1, hgrunt2 etc for team based equivs there as well.
I'll see if I can't get nihilanth ported into monster as well before I produce new sources. Got a slight hang up that needs sorted right now (wth is the equiv to cmbasemonster.h in single player sdk sources?) but I asked CyberMind to help me sort that as he's more guru-ish with C dev than I am (me being a webdev that attempts to hack C on occassion since php and C are similar enough to allow me to do *some* hacking lol).
Pierre-Marie Baty
17-11-2004, 07:40
Maybe you can make this configurable with a CVAR or a config file setting ?
Also, if you read my previous post, which of the 2 hosting options for the plugin would you prefer ?
Well I wasn't real concerned on the hosting side as I need a few days to get things ready source wise but I also asked UA what they thought as I am actively involved in the staff there as a part of phpua, titan and other things I cannot yet discuss and it seems there is interest in hosting it there as well. personally I dont care where its hosted or even if dual hosted but wanted to allow UA a chance to hear of my work.
Also it looks like nihilanth should be ready to go in this release. It doesn't quite compile yet but the current hang up is related to some custom stuff I use on my server only that isn't needed in release and I refuse to include in release (gotta keep some cool stuff for your own server you know). So I gotta either put the sources in my release folder or modify my custom sources to work, both of which will happen in the next few days.
anyway bottom line is that all SDK single player monsters plus Otis will be in this coming release. Most complete version of monster_plugin to date and not sure where one could go from there without adding hl2 monsters or custom monsters or something...
Security
17-11-2004, 12:43
If you like, you can make all Monsters Team based/aggressive, but there should be some config or cvar to allow to switch the Monsters between team based and aggressive!
Hehe, an allied Alien Slave for the Alien Team in Natural Selection sounds funny, but it's up to you ;)
ill see what I can do on a basic config option to make all of monster_X be on team X set in the skill config file. Thats easiest route even though I'd rather have it where in the map_monster.cfg file you can set team for each monster you spawn in the {} deal where you set the xyz origins...
But first I gotta figure out why nihilanth wont phreaking compile for me... :(
nihilanth.cpp:413: no matching function for call to
`CMNihilanthHVR::ZapInit (EHANDLE &)'
cmbasemonster.h:1607: candidates are: void CMNihilanthHVR::ZapInit
(CMBaseEntity *)
???
Security
18-11-2004, 06:27
Hmm.. maybe it's the same Reason Botman and the Monster Plugin Expansion Packs Coder didn't include it - maybe it don't works?
Oh it WILL work, I'm just an idiot. Actually I am a php coder who makes poor attempts at C/C++ coding.... ;) I've actually gotten past that, one error left is all so I should have this done soon...
nihilanth.cpp: In method `void CMNihilanthHVR::TeleportTouch (edict_t
*)':
nihilanth.cpp:1474: no matching function for call to `edict_s::edict
()'
As of last post I had a good 40+ errors on compile, I just posted the first one in the list cuz at the time it had kept me stumped most of the day...
compiles now but spawning a nihilanth causes my server to crash now so I got something wrong in there... Looking into taht now.
Security
20-11-2004, 03:10
Okay, any News? ;)
There is a release candidate posted a couple forums down in a coding related forum for metamod and bot code. It doesn't have the option you wanted yet (nuetral barney or glow color you wanted). The rc includes team based barney and otis (no custom model needed) but not nihilanth as that didn't work out. More news on that in the other thread. Maybe someone else will take a crack at finishing off nihilanth.
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