-- [ 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. > > > -- > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view > > > the list archives, please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > -------- > > > > My Website http://www.ammahls.com > > Lead Programer NightFall http://www.nightfallmod.net/ > > Developer of CST and ZHLT 3.0 http://www.zhlt.tk > > > > This email has been sent from Adam McKern, and is not one of the many > > spam bots that use my email address. > > > > If you receive an email that has not got this signature line, please > > delate the email, and not respond in any way to it. > > > > > > > > > > __________________________________ > > Yahoo! Mail - PC Magazine Editors' Choice 2005 > > http://mail.yahoo.com > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

