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Re: HL2 AI working in deathmatch! w00t!
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MarD
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Default Re: HL2 AI working in deathmatch! w00t! - 08-01-2005

Heyyo,

first was that hl2files.com file, then it was a couple opcodes online I saw, then I just put it all together.

Oh, and make sure you exec that skill.cfg file at least once so it loads the default I believe "medium" difficulty health and damage settings.

[EDIT]
BWUAHAHAHAHAHHAAAAAA! striders are mine to command!!!

bind "p" "give npc_strider;wait;ent_setname EvilStrider"
bind "[" "ent_setname EvilStrider"
bind "]" "ent_setname EvilStrider_Target;wait;ent_fire EvilStrider setcannontarget EvilStrider_Target"

Now, you hit "P" to spawn a strider, but first make sure you're noclipping and pretty high above the ground and looking down! If it fails to rename the strider's entity name to evilstrider, aim at it and hit "[". Then? simly aim at your target, and hit "]" and seconds later, once the strider dectects it? BLAM!

Sadly, You can only target 1 guy at a time, and not many like that 1st one, but at least you can destroy people with a strider now.

I'm working on the minigun, its opcode is setminigun target <ent's name> and does the attack sounds and muzzleflash, but won't actually shoot bullets yet... I'm missing something...

An easy way to test ent_fire commands I find is to first aim at the subject you with to test and type something like: ent_setname testsubjectname

and then, use the command ent_fire testsubjectname

and hit space and it'll list all the ent_fire conditonal command stuff.


Later-a-much, and LONG LIVE THE D!,
(Link>>>MarD's Moddin' Site<<<Link) MarD

Rock Hound. (<Link)

Last edited by MarD; 09-01-2005 at 02:29..
  
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