Talk:Shadowsource: Difference between revisions
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physics.cpp, ShouldCollide function, line 579. Causes ep2_outland_12 to crash every time according to the mdmp. --[[User:TheRealJman|TheRealJman]] 17:08, 11 April 2010 (UTC) | physics.cpp, ShouldCollide function, line 579. Causes ep2_outland_12 to crash every time according to the mdmp. --[[User:TheRealJman|TheRealJman]] 17:08, 11 April 2010 (UTC) | ||
Some random fixes, the dynamic respawn crashed for me a lot, so I added a 3 second wait to respawning in multiplay_gamerules.cpp | |||
<source lang=cpp> | |||
float CMultiplayRules::FlPlayerSpawnTime( CBasePlayer *pPlayer ) | |||
{ | |||
return gpGlobals->curtime + 3;//now! | |||
} | |||
</source> | |||
If one of your players dies during a scripted_sequence, the ai will stop going through their sequence altogether. A quick fix is to edit hl2_player.cpp's event_killed function. | |||
You can remove or just blank the notifyscriptsofdeath function if you want. | |||
<source lang=cpp> | |||
void CHL2_Player::Event_Killed( const CTakeDamageInfo &info ) | |||
{ | |||
BaseClass::Event_Killed( info ); | |||
//FirePlayerProxyOutput( "PlayerDied", variant_t(), this, this ); | |||
//NotifyScriptsOfDeath(); | |||
} | |||
</source> | |||
To fix the attackchopper crashing levels such as ep2_outland_08, change the IsThrownByPlayer function in npc_attackchopper.cpp by removing the IsPlayer check. | |||
<source lang=cpp> | |||
bool CGrenadeHelicopter::IsThrownByPlayer() | |||
{ | |||
// if player is the owner and we're set to explode on contact, then the player threw this grenade. | |||
#ifdef SS_Enable_Fixed_Multiplayer_AI | |||
return ( m_bExplodeOnContact ); | |||
#else | |||
return ( ( GetOwnerEntity() == UTIL_GetLocalPlayer() ) && m_bExplodeOnContact ); | |||
#endif //SS_Enable_Fixed_Multiplayer_AI | |||
</source> |
Revision as of 12:34, 14 April 2010
physics.cpp, ShouldCollide function, line 579. Causes ep2_outland_12 to crash every time according to the mdmp. --TheRealJman 17:08, 11 April 2010 (UTC)
Some random fixes, the dynamic respawn crashed for me a lot, so I added a 3 second wait to respawning in multiplay_gamerules.cpp
float CMultiplayRules::FlPlayerSpawnTime( CBasePlayer *pPlayer )
{
return gpGlobals->curtime + 3;//now!
}
If one of your players dies during a scripted_sequence, the ai will stop going through their sequence altogether. A quick fix is to edit hl2_player.cpp's event_killed function. You can remove or just blank the notifyscriptsofdeath function if you want.
void CHL2_Player::Event_Killed( const CTakeDamageInfo &info )
{
BaseClass::Event_Killed( info );
//FirePlayerProxyOutput( "PlayerDied", variant_t(), this, this );
//NotifyScriptsOfDeath();
}
To fix the attackchopper crashing levels such as ep2_outland_08, change the IsThrownByPlayer function in npc_attackchopper.cpp by removing the IsPlayer check.
bool CGrenadeHelicopter::IsThrownByPlayer()
{
// if player is the owner and we're set to explode on contact, then the player threw this grenade.
#ifdef SS_Enable_Fixed_Multiplayer_AI
return ( m_bExplodeOnContact );
#else
return ( ( GetOwnerEntity() == UTIL_GetLocalPlayer() ) && m_bExplodeOnContact );
#endif //SS_Enable_Fixed_Multiplayer_AI