I just did a diff of the code, still the same as it has been for the
past as many months
On 2/16/06, Charles Solar [EMAIL PROTECTED] wrote:
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Actually vangelis, I to have noticed a difference, but its at a more basic
level then a diff machine
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A bit off topic, but have you got combine to work in multiplayer?
On 2/16/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:
NPC's In Multiplayer
I am trying to get my antlionguard to work in MP,
however, i have updated his SK values, and
You're probably missing this
http://developer.valvesoftware.com/wiki/Activating_AI_In_Coop_Games
the CHL2MPRules::InitDefaultAIRelationships bit.
I don't think you can ent_fire player in multiplayer because he
doesn't exist (because there's multiple players). The
InitDefaultAIRelationships will
And if you want to override the default relationship dynamically in
response to game events (i.e. making him hate a particular player over
the others) you can:
- Use the AddRelationship(), AddEntityRelationship() or
AddClassRelationship() functions.
- Override the IRelationType()
Last time I tried it, an ent_fire player in a MP game (with cheats on)
actually acts on every single player. I was going to go AFK from an internal
game test and did an ent_fire player ignite for fun - thinking I'd light
myself on fire before I left. It lit every player on fire in the server...
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Opps..also forgot to mention..the molotov code is for MP
On 2/16/06, Michael Kramer [EMAIL PROTECTED] wrote:
Moltov Code, Release to Public:
::attached::
If you have any questions about it, just reply here, or email me at
[EMAIL
Thanks Garry, and Robin
I was trying to script in the infomation found here
http://www.halflife2.net/forums/showthread.php?t=65314
But now i have more control, Incoming's trex is gona
be better for it!
Adam
--- Tim Holt [EMAIL PROTECTED] wrote:
Last time I tried it, an ent_fire player in a
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