Could it be that the monsters dont know that there is
a "pPlayer" or that there is more then one, its
breaking out of its think function before it can do
anything?

Try adding a que for when the monster is meant to do
and acction such as "hear player". The cue i normaly
use for this, is a playing a sound from the VOX
folder.

See if this can help you narrow it down, if what i
think is the case...

Adam

--- "Giedrius T." <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> I can't make npcs work as they're supposed to on a
> multiplayer mod. Garry
> suggested that the animations are missing, so my mod
> starts with hl2 gcf and
> mount hl2dm gcf in DLLInit function, but the
> animations still seem to be
> missing (but, when running from hl2 gcf, but not
> mounting hl2dm gcf, they're
> all there, but npcs don't move and motd is displayed
> in a strange manner).
> All the human-like players, like combines, rebels,
> citizens stand in "Jesus"
> pose, and Alyx model stands at her own stance, but
> when you're near here, an
> error in console appears "Alyx.mdl bad sequence (-1
> out of 763)" or
> something like that. Vortigaunt can walk around and
> speak his frazes (when I
> use only hl2dm gcf, he can walk around, but doesn't
> speak), other non-human
> npcs have their animations, but don't move around.
> All of the npcs (except
> for vortigaunts) just turn to face the player, if
> he's near them.
> --
>
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