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Metamod and metamod plugins Plugins and improvements for the metamod server-side mod

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Re: Botmans Stripper2 Plugin and creating Barneys
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BAStumm
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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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Re: Botmans Stripper2 Plugin and creating Barneys
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BAStumm
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Default Re: Botmans Stripper2 Plugin and creating Barneys - 17-11-2004

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).






  
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Re: Botmans Stripper2 Plugin and creating Barneys
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Pierre-Marie Baty
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Default Re: Botmans Stripper2 Plugin and creating Barneys - 17-11-2004

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 ?



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Re: Botmans Stripper2 Plugin and creating Barneys
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BAStumm
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Default Re: Botmans Stripper2 Plugin and creating Barneys - 17-11-2004

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...






  
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Re: Botmans Stripper2 Plugin and creating Barneys
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Default Re: Botmans Stripper2 Plugin and creating Barneys - 17-11-2004

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
  
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Re: Botmans Stripper2 Plugin and creating Barneys
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Default Re: Botmans Stripper2 Plugin and creating Barneys - 18-11-2004

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 *)

???






  
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Re: Botmans Stripper2 Plugin and creating Barneys
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Default Re: Botmans Stripper2 Plugin and creating Barneys - 18-11-2004

Hmm.. maybe it's the same Reason Botman and the Monster Plugin Expansion Packs Coder didn't include it - maybe it don't works?
  
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Re: Botmans Stripper2 Plugin and creating Barneys
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Default Re: Botmans Stripper2 Plugin and creating Barneys - 18-11-2004

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...

Code:
 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...






  
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Re: Botmans Stripper2 Plugin and creating Barneys
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BAStumm
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Default Re: Botmans Stripper2 Plugin and creating Barneys - 18-11-2004

compiles now but spawning a nihilanth causes my server to crash now so I got something wrong in there... Looking into taht now.






  
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Re: Botmans Stripper2 Plugin and creating Barneys
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Default Re: Botmans Stripper2 Plugin and creating Barneys - 20-11-2004

Okay, any News?
  
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