My suggestion would be to remove entities. 1599 with 1 player in the
server is pretty damn crazy. TF2 doesn't reach that with 24 players, and
it generates a lot of projectile weapons. Do you have lots of
prop_dynamics you can change to prop_static?
Robin.
-Original Message-
From: [EMAIL
We ran into this problem in TF2. The problem is that the engine won't
re-use edict slots for a small amount of time, to avoid networking
problems with lag potentially causing client / server confusion about
what entities. So when you destroy and recreate a lot of entities in a
single frame, the
It looks like the combine soldier is trying to run
TASK_GET_PATH_TO_ENEMY_LKP, which generates a path to the enemy's last
known position. This task is failing, however, because it cant build a
route to that position, which sets the COND_ENEMY_UNREACHABLE condition,
causing the
pointing to SitChair_to_Idle
to make them stand up.
I'll try the npc_relationship and see if that works.
Thanks,
Thomas
- Original Message
From: Robin Walker [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, July 24, 2006 9:58:48 AM
Subject: RE: [hlcoders] Problem
This means that Alyx couldn't find an actbusy hint within the zones she
was looking in. The default zone is a sphere around her origin, with a
radius of the ActBusy search range (passed in via hammer as the
busysearchrange key on the actbusy goal entity). So she's too far from
the actbusy hint to
If you have a clientside entity that you'd like to position a hud
element around, use these utility functions in cdll_util.cpp:
bool GetTargetInScreenSpace( C_BaseEntity *pTargetEntity, int
iX, int iY, Vector *vecOffset );
bool GetVectorInScreenSpace( Vector pos, int iX, int iY,
And if you want to override the default relationship dynamically in
response to game events (i.e. making him hate a particular player over
the others) you can:
- Use the AddRelationship(), AddEntityRelationship() or
AddClassRelationship() functions.
- Override the IRelationType()
In the past we've written some guidelines on general mod making (on the
wiki at http://developer.valvesoftware.com/wiki/Making_a_MOD ), and
we're planning to expand it soon with more of a focus on mod design
team building (right now it spends most of its time on the shipping
process).
One of the
I updated the wiki with a breakdown of the how to use the Commentary System.
http://developer.valvesoftware.com/w/index.php?title=Commentary_System
http://developer.valvesoftware.com/wiki/Point_commentary_node
It's all contained within the game client DLL, so you'll need to merge
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There is already a system to control squad mates as you describe.
Take a look at the ai_ally_manager entity. It counts squad mates and
fires outputs based on the count, which the mapmaker can then
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VERTEX_BUFFER_SIZE is a limit on the number of vertices in a single
batch. You can have many more vertices in a map than that, but they'll
get batched up so you don't hit this limit. If you're seeing
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Some useful wiki pages:
http://developer.valvesoftware.com/wiki/Ai_show_connect
http://developer.valvesoftware.com/wiki/Node_graph
http://developer.valvesoftware.com/wiki/Ai_moveprobe_debug
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Zombies scorch themselves black as they take fire damage. Look for calls
to the Scorch() function in their code.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Actually, these aren't activities. They're really two things:
- entries in the actbusy.txt file list of actbusies (which I
won't go into here).
- sequence names.
NPCs play animations by sequence. Activities are a way of abstracting
away sequence names from animation concepts, and
(the material system sounds
like it does the same sort of thing)?
And that reminds me, I need to update the actbsuy diagram.
Robin Walker wrote:
Actually, these aren't activities. They're really two things:
- entries in the actbusy.txt file list of actbusies (which I
won't go
into here
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Make sure you've got the trigger's spawnflags set correctly. From
triggers.h:
enum
{
SF_TRIGGER_ALLOW_CLIENTS = 0x01, // Players can fire this trigger
SF_TRIGGER_ALLOW_NPCS = 0x02, // NPCS can
Of Robin Walker
Sent: Saturday, June 25, 2005 2:33 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] platform trigger touch not working in SDK
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[ Picked text/plain from multipart/alternative ] Make sure you've got
the trigger's spawnflags set
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To visualize the plat_trigger, you should be able to just type ent_bbox
plat_trigger in the console.
Any problems in the plat_trigger size/position will most likely be
caused by the code in
Yahn and I found a bug in the SDK when we were helping out the AirHL guys
with their hitbox problems. In the GetHullBounds() functions in the client
game dll's, you'll see this code (slightly different on svr):
switch ( hullnumber )
{
case 0: //
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