User:Alvin/Sandbox: Difference between revisions

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(→‎NPC State: new section)
(old sandbox, adds categories)
Tags: Blanking Manual revert
 
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'''Source Engine 2009'''


"Garry's Mod" (Tools > Options > Edit > Add)
Game Data Files:
(orangebox/bin)
HalfLife2.fgd = Ep2 (HL2 as well)
base.fgd
cstrike.fgd = CS:S
dod.fgd = DoD:S
hl2mp.fgd = HL2:DM (could be needed)
portal.fgd = Portal
tf.fgd = TF2 (garrysmod/garrysmod)
Garrysmod.fgd (optional lang.)
Default Point Entity class: info_player_start
Default SolidEntity class: func_detail
Cordon Texture: tools/toolsskybox
Game Executable Directory: $SteamUserDir\garrysmod
Game Directory: $SteamUserDir\garrysmod\garrysmod
Hammer VMF Directory: (Where you want to save and load VMF saves for Garrysmod) i use.. $SteamUserDir\garrysmod\garrysmod\maps\vmf
Now go to the last Tab, Build programs..
Game Executable: $SteamUserDir\garrysmod\hl2.exe
BSP $SteamUserDir\sourcesdk\bin\orangebox\bin\vbsp.exe
VIS $SteamUserDir\sourcesdk\bin\orangebox\bin\vvis.exe
RAD $SteamUserDir\sourcesdk\bin\orangebox\bin\vrad.exe
Place compiled maps... $SteamUserDir\garrysmod\garrysmod\maps
It will say that the changes will show when you open hammer another time but you need to restart Source SDK if you made a new config in order to see your new config in the selection menu.
Tagalog, pwede ba? :(
== NPC State ==
//-----------------------------------------------------
//
// NPC State
//
//-----------------------------------------------------
inline void SetIdealState( NPC_STATE eIdealState );
inline NPC_STATE GetIdealState();
virtual NPC_STATE SelectIdealState( void );
void SetState( NPC_STATE State );
virtual bool ShouldGoToIdleState( void ) { return ( false ); }
virtual void OnStateChange( NPC_STATE OldState, NPC_STATE NewState ) {/*Base class doesn't care*/};
NPC_STATE GetState( void ) { return m_NPCState; }
AI_Efficiency_t GetEfficiency() const { return m_Efficiency; }
void SetEfficiency( AI_Efficiency_t efficiency ) { m_Efficiency = efficiency; }
AI_MoveEfficiency_t GetMoveEfficiency() const { return m_MoveEfficiency; }
void SetMoveEfficiency( AI_MoveEfficiency_t efficiency ) { m_MoveEfficiency = efficiency; }
virtual void UpdateEfficiency( bool bInPVS );
void ForceDecisionThink() { m_flNextDecisionTime = 0; SetEfficiency( AIE_NORMAL ); }
bool IsFlaggedEfficient() const { return HasSpawnFlags( SF_NPC_START_EFFICIENT ); }
AI_SleepState_t GetSleepState() const { return m_SleepState; }
void SetSleepState( AI_SleepState_t sleepState ) { m_SleepState = sleepState; }
void AddSleepFlags( int flags ) { m_SleepFlags |= flags; }
void RemoveSleepFlags( int flags ) { m_SleepFlags &= ~flags; }
bool HasSleepFlags( int flags ) { return (m_SleepFlags & flags) == flags; }
void UpdateSleepState( bool bInPVS );
virtual void Wake( bool bFireOutput = true );
void Sleep();
bool WokeThisTick() const;

Latest revision as of 19:58, 21 April 2025