Someone with more experience is gonna have to take a look at making a SP
variation. Since SP doesn't have the "weapon_hl2mpbasehlmpcombatweapon.h",
switching it to the basehlcombatweapon just starts a string of errors.


On Mon, Aug 17, 2009 at 7:56 PM, Ryan Sheffer <darksk...@gmail.com> wrote:

> It needs to be included in the client and server code, no weapon stub is
> needed.
>
> Here is the weapon script.
> // Grapple Hook
>
> WeaponData
> {
>    // Weapon data is loaded by both the Game and Client DLLs.
>    "printname"        "GRAPPLE HOOK"
>    "viewmodel"        "models/weapons/v_crossbow.mdl"
>    "playermodel"    "models/weapons/w_crossbow.mdl"
>    "anim_prefix"    "bow"
>    "bucket"            "5"
>    "bucket_position"    "2"
>
>
> //    "clip_size"        "1"
> //    "default_clip"        "5"
> //    "primary_ammo"        "XBowBolt"
> //    "secondary_ammo"    "None"
>
>    "clip_size"                "-1"
>    "clip2_size"            "-1"
>    "primary_ammo"            "None"
>    "secondary_ammo"        "None"
>    "default_clip"            "-1"
>    "default_clip2"            "-1"
>
>    "autoswitchto"            "0"
>    "autoswitchfrom"        "0"
>    "weight"        "0"
>    "item_flags"        "0"
>
>
>    // Sounds for the weapon. There is a max of 16 sounds per category (i.e.
> max 16 "single_shot" sounds)
>    SoundData
>    {
>        "single_shot"    "Weapon_Crossbow.Single"
>        "reload"    "Weapon_Crossbow.Reload"
>        "special1"    "Weapon_Crossbow.BoltElectrify"
>        "special2"    "Weapon_Crossbow.BoltFly"
>    }
>
>    // Weapon Sprite data is loaded by the Client DLL.
>    TextureData
>    {
>        "weapon"
>        {
>                "font"        "WeaponIcons"
>                "character"    "g"
>        }
>        "weapon_s"
>        {
>                "font"        "WeaponIconsSelected"
>                "character"    "g"
>        }
>        "ammo"
>        {
>                "font"        "WeaponIcons"
>                "character"    "w"
>        }
>        "crosshair"
>        {
>                "font"        "Crosshairs"
>                "character"    "Q"
>        }
>        "autoaim"
>        {
>            "file"        "sprites/crosshairs"
>            "x"        "0"
>            "y"        "96"
>            "width"        "24"
>            "height"    "24"
>        }
>        "zoom"
>        {
>                "font"        "Crosshairs"
>                "character"    "Q"
>        }
>        "zoom_autoaim"
>        {
>            "file"        "sprites/crosshairs"
>            "x"        "24"
>            "y"        "112"
>            "width"        "104"
>            "height"    "16"
>        }
>    }
> }
>
> On Mon, Aug 17, 2009 at 3:54 PM, Matt Hoffman
> <lord.matt.hoff...@gmail.com>wrote:
>
> > Doesn't appear to work for OB SP. Compiles fine, added it to the
> > c_weapon__stubs_hl2 (STUB_WEAPON_CLASS( weapon_grapple, WeaponGrapple,
> > C_BaseHLCombatWeapon ); ) but can't get it in game. Even copy-and pasted
> a
> > weapon_crossbow weapon script and renamed to weapon_grapple to no dice.
> >
> > Just get:
> > ] give weapon_grapple
> > Attempted to create unknown entity type weapon_grapple!
> > NULL Ent in GiveNamedItem!
> >
> >
> > On Mon, Aug 17, 2009 at 2:58 PM, Gabriel <ga29sm...@yahoo.com> wrote:
> >
> > > Thank you so much! I will take a look at it!
> > >
> > > Gabriel Smith
> > >
> > > On Aug 17, 2009, at 5:38 PM, Ryan Sheffer <darksk...@gmail.com> wrote:
> > >
> > > I have posted the Obsidian Conflict Grapple Hook code on the Source SDK
> > > wiki
> > > for all to view.
> > >
> > > http://developer.valvesoftware.com/wiki/Grapple_Hook
> > >
> > > I am sure it would come in handy, all you would need to do is get a
> > > barnacle
> > > weapon view model and world model going, and perhaps change the color
> of
> > > the
> > > rope used, and the hook model.
> > >
> > > Cheers,
> > >
> > > On Sun, Aug 9, 2009 at 5:56 PM, Gabriel Smith <ga29sm...@yahoo.com>
> > wrote:
> > >
> > > ob
> > >
> > > Gabriel Smith
> > >
> > >
> > >
> > >
> > > ________________________________
> > > From: "Adam "amckern" McKern" <amck...@yahoo.com>
> > > To: Discussion of Half-Life Programming <
> hlcoders@list.valvesoftware.com
> > >
> > > Sent: Sunday, August 9, 2009 5:45:01 PM
> > > Subject: Re: [hlcoders] Barnacle weapon
> > >
> > > It uses a sprite attachment - are you doing this in goldsrc or ob?
> > >
> > > --------
> > > Owner Nigredo Studios http://www.nigredostudios.com
> > >
> > > --- On Mon, 10/8/09, Harry Jeffery <harry101jeff...@googlemail.com>
> > wrote:
> > >
> > > From: Harry Jeffery <harry101jeff...@googlemail.com>
> > > Subject: Re: [hlcoders] Barnacle weapon
> > > To: "Discussion of Half-Life Programming" <
> > hlcoders@list.valvesoftware.com
> > >
> > > Received: Monday, 10 August, 2009, 7:41 AM
> > >
> > > I think it used a rope for the visuals but for moving the player I have
> > no
> > > idea.
> > >
> > > 2009/8/9 Gabriel <ga29sm...@yahoo.com>:
> > > I am trying to implement a barnacle like weapon like the weapon in
> > > Hl:OP in my mod. Does any one know the extendable tougue was made,
> > > since I am sure it was not just a long cillinder modeled in.
> > >
> > > Gabriel Smith
> > >
> > >
> > >
> > >
> > >
> > >
> > > _______________________________________________
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> > > please visit:
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> > >
> > >
> > >
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> > > please visit:
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> > >
> > >
> > >
> > >
> > >
> > >
> > >
> >
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> > >
> > >
> > >
> > > --
> > > ~Ryan ( skidz )
> > > _______________________________________________
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> > > please visit:
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> >
>
>
> --
> ~Ryan ( skidz )
> _______________________________________________
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