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...

Quoting Garry Newman <[EMAIL PROTECTED]>:

> 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 set the defaults for each class
> (rather than specific entities).
>
> 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 this
> > command to the FoundEnemy function;
> >
> > engine->ServerCommand( "ent_fire npc_antlionguard
> > setrelationship \"player D_HT 99\"");
> >
> > He wont run around, and find me - as expected with a
> > MP NPC, untill i enter the command ent_fire
> > npc_antlionguard setrelationship "player D_HT 99" What
> > i am trying to do is, find out the correct place to
> > enter the engine->servercommand, so that the
> > antlionguard can come and find me.
> >
> > Thanks
> >
> > Adam
> >
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