Thread: Monster waypoints and base schedules?

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  1. #1
    Japanese Wannabe NYO~~~! ゞ(´゜ω゜)つ~☆ Nero's Avatar
    Join Date
    Jul 2002
    Location
    Eskilstuna, Sweden.
    Posts
    579

    Question Monster waypoints and base schedules?

    I'm trying to re-create the bullsquid so I can have a slightly modified bullsquid for a map.

    I've been having to re-write a bunch of functions from the HL sourcecode and in one of them I've hit a snag (well, one of many snags):
    monsters.cpp:

    Code:
    void CBaseMonster :: RouteSimplify( CBaseEntity *pTargetEnt )
    
    WayPoint_t	outRoute[ ROUTE_SIZE * 2 ];	// Any points except the ends can turn into 2 points in the simplified route
    Neither WayPoint_t nor WayPoint is defined.

    Also, how do I access base schedules?

    Code:
    Schedule@ GetScheduleOfType( int Type )
    {
    	switch( Type )
    	{
    		case SCHED_RANGE_ATTACK1: return slRangeAttack1;
    	}
    
    	return BaseClass.GetScheduleOfType( Type );
    }
    slRangeAttack1 is in the AS docs but I don't know how to access it so I had to redefine it.
    The headcrab works, but reinventing the wheel is sirry~
    Nero of TSP and Wotnet
    Ingame names: Nero, Horny-Girl-13
    IRC nick: Nero (probably)

  2. #2
    func_vehicle enthusiaist w00tguy123's Avatar
    Join Date
    Dec 2006
    Location
    U.S. West
    Posts
    1,594

    Re: Monster waypoints and base schedules?

    The navigation functions aren't available for scripts last I checked. You pretty much have to rewrite everything from scratch if you want a fully functional monster. I remember some critical parts of the schedule code aren't available either (or just don't work), making schedules unusable altogether.
    Love,
    w00tguy

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