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Re: Botmans Stripper2 Plugin and creating Barneys
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BAStumm
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Posts: 138
Join Date: Jan 2004
Location: Spokane, WA USA
Default Re: Botmans Stripper2 Plugin and creating Barneys - 17-11-2004

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
Code:
  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.







Last edited by BAStumm; 17-11-2004 at 04:53..
  
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