Using NPC and weapon code as templates can have interesting side effects.  In
the medical mod project I worked on, the "doctors" (npc_civilian based code)
had a tendency to run over and grab the stethoscopes and other "weapon-like"
objects off the table.

Quoting garry <[EMAIL PROTECTED]>:

> --
> [ Picked text/plain from multipart/alternative ]
> Oh, I just remembered.
>  The NPCs are incapable of using HL2MP weapons.
>  GMod actually includes all of the normal HL2 weapons along side their HL2MP
> alternatives. When an NPC gets a weapon it checks a table and translates it
> into the HL2 weapon if applicable.
>
>
>  On 10/16/05, garry <[EMAIL PROTECTED]> wrote:
> >
> > Ok, off the top of my head..
> >  The human NPCs and the human(oid) players share the same animation files.
> >  HL2MP changes the animations to HL2MP animations.. because it doesn't
> > need NPCs. This means that the NPCs animations are broken in HL2MP based
> > mods. If you run from a bare HL2 installation the NPC animations should
> work
> > but the player's will be in the Jesus pose.
> >  I solved this in Garry's Mod by copying the player animations to a
> > different filename and hex editing the player models so they use those
> > animations. This left the NPC's to use the default HL2 animations.
> >  If it still doesn't work I'd look in your mod's model folder. Maybe
> > rename it to make sure that nothing in there is messing you around. A good
> > thing to do would be to spawn a bot. If it's animated properly then you're
> > still using the HL2MP animation files.
> >  The NPC's are useless without the animations because they fire events off
> > and time all their actions.
> >  Apart from that there were some weird things happening with the NPCs.
> > They would fire their gun but no bullet came out. They wouldn't bleed.
> Other
> > such things. It's a good idea to get things working in single player first
> > and then find out what's broken in MP.
> >
> >  On 10/15/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > >
> > > 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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> > >
> > >
> > > --------
> > >
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