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Author Topic: add entities and triggerentities to vanilla HL  (Read 10538 times)

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waqwarrior

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add entities and triggerentities to vanilla HL
« on: November 22, 2009, 11:21:06 PM »

I want to add Race X and their weapons to vanilla HL and BS. I also want to add triggerentities in some spots, such as when you walk past a certain point, strooper appears at point B etc.
I have extracted the maps from the PAK.
What next?

(This won't be released--this isfor my own personal use. Plus it would be illegal to release :D)
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Matt

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Re: add entities and triggerentities to vanilla HL
« Reply #1 on: November 23, 2009, 12:29:22 AM »

Well unless you run the maps through Opposing Forces, you would need to code the entities you want to add.

Once that is done, you can add the entities through ripent. I'm not sure on the exact details on how to do that right now though, but it is a fairly tedious job.
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waqwarrior

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Re: add entities and triggerentities to vanilla HL
« Reply #2 on: November 23, 2009, 12:44:06 AM »

How do I code in new entities?
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Matt

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Re: add entities and triggerentities to vanilla HL
« Reply #3 on: November 23, 2009, 01:37:18 AM »

By getting the source sdk, writing the code, and then compiling it.
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waqwarrior

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Re: add entities and triggerentities to vanilla HL
« Reply #4 on: November 23, 2009, 11:58:30 AM »

Can I just copy+paste from OpFor? And are there any tutorials on how to do this?
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Red Slug

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Re: add entities and triggerentities to vanilla HL
« Reply #5 on: November 23, 2009, 12:08:22 PM »

Can I just copy+paste from OpFor? And are there any tutorials on how to do this?

No, because Gearbox never released the SDK for Opposing Force.
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waqwarrior

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Re: add entities and triggerentities to vanilla HL
« Reply #6 on: November 23, 2009, 12:15:47 PM »

Blue Shift: Reassignment plans to include shock troopers and the shock roach. How can they do this?
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KylerAdams

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Re: add entities and triggerentities to vanilla HL
« Reply #7 on: November 23, 2009, 12:30:20 PM »

Shouldn't be too hard, tbh. the M249 is basically the 9mmAR with a different ammo type + some different timings. And the reload split into 2 anims.

Blue Shift: Reassignment plans to include shock troopers and the shock roach. How can they do this?

Very carefully.

Actually, I'm assuming they're coding it from scratch aswell.
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Matt

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Re: add entities and triggerentities to vanilla HL
« Reply #8 on: November 23, 2009, 12:55:40 PM »

The only way to do it is to recode them since the Opposing Forces source code wasnt released
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Barnz

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Re: add entities and triggerentities to vanilla HL
« Reply #9 on: November 23, 2009, 03:01:02 PM »

like they're very different from hl's NPCs - shocktrooper is using hgrunt's code, pitdrone is using bullsquid's? idk


hmm i actually love pitdrones
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Matt

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Re: add entities and triggerentities to vanilla HL
« Reply #10 on: November 23, 2009, 03:07:53 PM »

Yeah, a lot of the are pretty much based on HL entities.

Personally, I would base the shocktroopers code on the human grunts, gonomes on bullsquids, pitdrones on houndeyes (to get their squad functions mostly). They aren't that hard to remake if you know what you are doing.
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gi777

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Re: add entities and triggerentities to vanilla HL
« Reply #11 on: November 23, 2009, 04:18:56 PM »

Blue Shift: Reassignment plans to include shock troopers and the shock roach. How can they do this?
By coding and ripent-ing.
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waqwarrior

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Re: add entities and triggerentities to vanilla HL
« Reply #12 on: November 24, 2009, 01:48:34 PM »

I see. The pitdrone AI being based off of bullsquid doesn't make too much sense, as Matt said, it makes more sense to be like the Houndeye, as they travel in packs, etc. Gonome for bullsquid, Strooper for Hgrunt... Race X is so much like the Xenians, aye?

What of the Voltigore AI?

E: And I KNOW this is used with coding and ripenting, but I have no idea what that means or how to do any of this. I'd be willing to do this myself; I'm hoping someone will please teach me. All I hear is through coding and ripenting, blah blah blah. Sorry for being such a newbie, but I'm clueless. I strive to learn as much as I can about GoldSrc but have always end up hitting a dead end. Please help me with this... I don't know what to say from here. :P
« Last Edit: November 24, 2009, 01:53:04 PM by waqwarrior »
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Lt.JC

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Re: add entities and triggerentities to vanilla HL
« Reply #13 on: November 24, 2009, 03:02:45 PM »

Well coding something means you have to learn a programming language which could take you like 3 years to understand depending on your abilities and the time you have.

There is no easy way of doing it and im pretty sure tutorials wouldn't be much of a help if you don't know what you are even doing there. Ofcourse there is the "learn by tryin" method but in this case it would probably be quicker to learn the language.

I guess in halflifes case it is C++?
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Barnz

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Re: add entities and triggerentities to vanilla HL
« Reply #14 on: November 24, 2009, 03:38:37 PM »

I'm hoping someone will please teach me.

won't happen - you should check wavelength.net and shadowman's site. they have a good amount of newbie tutorials.
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