Activating and Fixing AI In Coop Games: Difference between revisions
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//*** | //*** | ||
</pre> | </pre> | ||
=Import skills data= | |||
Few people noticed that NPCs were not causing any damage to the player and that they could die instantly. | |||
This issue is simply caused by the fact the file '''skill.cfg''' is missing from the ''"\cfg"'' directory in the mod-dir. | |||
To fix it, create a new text file with Notepad, put the code bellow in it, then rename the file to '''skill.cfg'''. | |||
<pre> | |||
// =========== | |||
// NPCs | |||
// ============ | |||
// Barnacle | |||
sk_barnacle_health "35" | |||
// Barney | |||
sk_barney_health "35" | |||
// Bullseye | |||
sk_bullseye_health "35" | |||
//Bullsquid | |||
sk_bullsquid_health "40" | |||
sk_bullsquid_dmg_bite "15" | |||
sk_bullsquid_dmg_whip "25" | |||
sk_bullsquid_dmg_spit "10" | |||
// Citizen | |||
sk_citizen_health "40" | |||
// Combine Soldier | |||
sk_combine_s_health "50" | |||
sk_combine_s_kick "10" | |||
// Combine Guard | |||
sk_combine_guard_health "70" | |||
sk_combine_guard_kick "15" | |||
// strider | |||
sk_strider_health "350" | |||
sk_strider_num_missiles1 "5" | |||
sk_strider_num_missiles2 "7" | |||
sk_strider_num_missiles3 "7" | |||
// Headcrab | |||
sk_headcrab_health "10" | |||
sk_headcrab_melee_dmg "5" | |||
// Fast Headcrab | |||
sk_headcrab_fast_health "10" | |||
// Poison Headcrab | |||
sk_headcrab_poison_health "35" | |||
// Houndeye | |||
sk_houndeye_health "80" | |||
sk_houndeye_dmg_blast "15" | |||
// Manhack | |||
sk_manhack_health "25" | |||
sk_manhack_melee_dmg "20" | |||
// Metropolice | |||
sk_metropolice_health "40" | |||
sk_metropolice_stitch_reaction "1.0" | |||
sk_metropolice_stitch_tight_hitcount "2" | |||
sk_metropolice_stitch_at_hitcount "1" | |||
sk_metropolice_stitch_behind_hitcount "3" | |||
sk_metropolice_stitch_along_hitcount "2" | |||
// Rollermine | |||
sk_rollermine_shock "10" | |||
sk_rollermine_stun_delay "3" | |||
sk_rollermine_vehicle_intercept "1" | |||
// Scanner (City) | |||
sk_scanner_health "30" | |||
sk_scanner_dmg_dive "25" | |||
// Stalker | |||
sk_stalker_health "50" | |||
sk_stalker_melee_dmg "5" | |||
// Vortigaunt | |||
sk_vortigaunt_health "100" | |||
sk_vortigaunt_dmg_claw "10" | |||
sk_vortigaunt_dmg_rake "25" | |||
sk_vortigaunt_dmg_zap "20" | |||
sk_vortigaunt_armor_charge "30" | |||
// Zombie | |||
sk_zombie_health "50" | |||
sk_zombie_dmg_one_slash "10" | |||
sk_zombie_dmg_both_slash "25" | |||
// Poison Zombie | |||
sk_zombie_poison_health "175" | |||
sk_zombie_poison_dmg_spit "20" | |||
//Antlion | |||
sk_antlion_health "30" | |||
sk_antlion_swipe_damage "5" | |||
sk_antlion_jump_damage "5" | |||
//Antlion Guard | |||
sk_antlionguard_health "500" | |||
sk_antlionguard_dmg_charge "20" | |||
sk_antlionguard_dmg_shove "10" | |||
//Antlion Grub | |||
//sk_antliongrub_health "5" | |||
//Ichthyosaur | |||
sk_ichthyosaur_health "200" | |||
sk_ichthyosaur_melee_dmg "8" | |||
// Combine Gunship | |||
sk_gunship_burst_size "15" | |||
sk_gunship_health_increments "5" | |||
sk_npc_dmg_gunship "40" | |||
sk_npc_dmg_gunship_to_plr "3" | |||
// Combine Helicopter | |||
sk_npc_dmg_helicopter "6" | |||
sk_npc_dmg_helicopter_to_plr "3" | |||
sk_helicopter_grenadedamage "30" | |||
sk_helicopter_grenaderadius "275" | |||
sk_helicopter_grenadeforce "55000" | |||
// Combine Dropship | |||
sk_npc_dmg_dropship "2" | |||
// Combine APC | |||
sk_apc_health "750" | |||
// ================= | |||
// WEAPONS | |||
// ================= | |||
sk_plr_dmg_ar2 "8" | |||
sk_npc_dmg_ar2 "3" | |||
sk_max_ar2 "60" | |||
sk_max_ar2_altfire "3" | |||
sk_plr_dmg_alyxgun "5" | |||
sk_npc_dmg_alyxgun "3" | |||
sk_max_alyxgun "150" | |||
sk_plr_dmg_pistol "5" | |||
sk_npc_dmg_pistol "3" | |||
sk_max_pistol "150" | |||
sk_plr_dmg_smg1 "4" | |||
sk_npc_dmg_smg1 "3" | |||
sk_max_smg1 "225" | |||
sk_plr_dmg_buckshot "8" | |||
sk_npc_dmg_buckshot "3" | |||
sk_max_buckshot "30" | |||
sk_max_pulsemg "200" | |||
sk_plr_dmg_rpg_round "100" | |||
sk_npc_dmg_rpg_round "50" | |||
sk_max_rpg_round "3" | |||
sk_plr_dmg_smg1_grenade "100" | |||
sk_npc_dmg_smg1_grenade "50" | |||
sk_max_smg1_grenade "3" | |||
sk_smg1_grenade_radius "250" | |||
//sk_plr_dmg_gauss "25" | |||
//sk_plr_max_dmg_gauss "30" | |||
sk_plr_dmg_sniper_round "13" | |||
sk_npc_dmg_sniper_round "100" | |||
sk_max_sniper_round "60" | |||
sk_plr_dmg_357 "40" | |||
sk_npc_dmg_357 "30" | |||
sk_max_357 "12" | |||
sk_plr_dmg_crossbow "100" | |||
sk_npc_dmg_crossbow "10" | |||
sk_max_crossbow "10" | |||
sk_plr_dmg_airboat "3" | |||
sk_npc_dmg_airboat "3" | |||
//sk_dmg_sniper_penetrate_plr "10" | |||
//sk_dmg_sniper_penetrate_npc "100" | |||
sk_plr_dmg_grenade "150" | |||
sk_npc_dmg_grenade "75" | |||
sk_max_grenade "5" | |||
sk_plr_dmg_crowbar "13" | |||
sk_npc_dmg_crowbar "5" | |||
sk_plr_dmg_stunstick "10" | |||
sk_npc_dmg_stunstick "40" // Kill a citizen in one hit | |||
//sk_plr_dmg_satchel "150" | |||
//sk_npc_dmg_satchel "75" | |||
//sk_satchel_radius "150" | |||
// Mortar Synth projectile | |||
//sk_dmg_energy_grenade "2" | |||
//sk_energy_grenade_radius "100" | |||
sk_dmg_homer_grenade "20" | |||
sk_homer_grenade_radius "100" | |||
// Bullsquid spit | |||
sk_dmg_spit_grenade "30" | |||
sk_spit_grenade_radius "120" | |||
//sk_plr_dmg_tripmine "150" | |||
//sk_npc_dmg_tripmine "125" | |||
//sk_tripmine_radius "200" | |||
sk_plr_dmg_fraggrenade "125" | |||
sk_npc_dmg_fraggrenade "75" | |||
sk_fraggrenade_radius "250" | |||
// HEALTH/SUIT CHARGE DISTRIBUTION | |||
sk_suitcharger "75" | |||
sk_suitcharger_citadel "500" | |||
sk_suitcharger_citadel_maxarmor "200" | |||
sk_battery "15" | |||
sk_healthcharger "50" | |||
sk_healthkit "25" | |||
sk_healthvial "10" | |||
// Combine balls | |||
sk_combineball_seek_angle "15" | |||
sk_combineball_guidefactor "1.0" | |||
// NPC damage adjusters | |||
sk_npc_head "3" | |||
sk_npc_chest "1" | |||
sk_npc_stomach "1" | |||
sk_npc_arm "1" | |||
sk_npc_leg "1" | |||
// player damage adjusters | |||
sk_player_head "3" | |||
sk_player_chest "1" | |||
sk_player_stomach "1" | |||
sk_player_arm "1" | |||
sk_player_leg "1" | |||
// Allies | |||
sk_ally_regen_time "0.2" | |||
// Jeep | |||
sk_max_gauss_round "30" | |||
</pre> | |||
=Conclusion= | =Conclusion= |
Revision as of 05:25, 2 February 2006
Introduction
Howdy!
Many people asked me why their NPCs were not moving or attacking the player in their HL2DM Coop mod. Well, NPCs do not attack you or whatever because Half-Life 2: Deathmatch does not initially include the NPCs' relation ship table. Thus I am going to teach you how to lead them to do something more decent than patrolling around their spawn-point.
The Relation Ship Table
Creating the Table
First of al, we should define the NPCs relationship table. Open the BaseEntity.h file, then in the enum Class_T definition, after the #elif defined( CSTRIKE_DLL ) block, add this:
//***THOMAS*** INITS NPCs' RELATION SHIP TABLE FOR HL2DM #elif defined ( HL2MP_DLL || HL2MP ) // For CLASSIFY enum Class_T { CLASS_NONE=0, CLASS_PLAYER, CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY_VITAL, CLASS_ANTLION, CLASS_BARNACLE, CLASS_BULLSEYE, CLASS_CITIZEN_PASSIVE, CLASS_CITIZEN_REBEL, CLASS_COMBINE, CLASS_COMBINE_GUNSHIP, CLASS_CONSCRIPT, CLASS_HEADCRAB, CLASS_MANHACK, CLASS_METROPOLICE, CLASS_MILITARY, CLASS_SCANNER, CLASS_STALKER, CLASS_VORTIGAUNT, CLASS_ZOMBIE, CLASS_PROTOSNIPER, CLASS_MISSILE, CLASS_FLARE, CLASS_EARTH_FAUNA, NUM_AI_CLASSES }; //***
Loading the Table
All right! Now we have to tell the Game Rules to use this relationship table when we start a HL2DM game. Open the h2mp_gamerules.h file. Under the public: tab, add this:
//***THOMAS*** INITS NPCs' RELATION SHIP TABLE FOR HL2DM #ifndef CLIENT_DLL void InitDefaultAIRelationships( void ); #endif //***
Now open the h2mp_gamerules.cpp file. Then, at the very bottom of the file, add this piece of code:
//------------------------------------------------------------------------------ // Purpose : Initialize all default class relationships // Input : // Output : //------------------------------------------------------------------------------ //***THOMAS*** INITS NPCs' RELATION SHIP TABLE FOR HL2DM #ifndef CLIENT_DLL void CHL2MPRules::InitDefaultAIRelationships( void ) { int i, j; // Allocate memory for default relationships CBaseCombatCharacter::AllocateDefaultRelationships(); // -------------------------------------------------------------- // First initialize table so we can report missing relationships // -------------------------------------------------------------- for (i=0;i<NUM_AI_CLASSES;i++) { for (j=0;j<NUM_AI_CLASSES;j++) { // By default all relationships are neutral of priority zero CBaseCombatCharacter::SetDefaultRelationship( (Class_T)i, (Class_T)j, D_NU, 0 ); } } // ------------------------------------------------------------ // > CLASS_ANTLION // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BARNACLE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CITIZEN_PASSIVE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CITIZEN_REBEL, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CONSCRIPT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HEADCRAB, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MANHACK, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_METROPOLICE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MILITARY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_SCANNER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_STALKER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_VORTIGAUNT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_ZOMBIE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PROTOSNIPER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_ANTLION, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER_ALLY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); // ------------------------------------------------------------ // > CLASS_BARNACLE // // In this case, the relationship D_HT indicates which characters // the barnacle will try to eat. // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BARNACLE, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CITIZEN_PASSIVE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CITIZEN_REBEL, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CONSCRIPT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HEADCRAB, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MANHACK, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_METROPOLICE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MILITARY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_SCANNER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_STALKER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_VORTIGAUNT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_ZOMBIE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_EARTH_FAUNA, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER_ALLY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); // ------------------------------------------------------------ // > CLASS_BULLSEYE // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_ANTLION, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BARNACLE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CITIZEN_REBEL, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CONSCRIPT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HEADCRAB, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MANHACK, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_METROPOLICE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MILITARY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_SCANNER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_STALKER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_VORTIGAUNT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_ZOMBIE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER_ALLY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0); // ------------------------------------------------------------ // > CLASS_CITIZEN_PASSIVE // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BARNACLE, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CITIZEN_REBEL, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CONSCRIPT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HEADCRAB, D_FR, 0); //CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HOUNDEYE, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MANHACK, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_METROPOLICE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MILITARY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MISSILE, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_SCANNER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_STALKER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_VORTIGAUNT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_ZOMBIE, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER_ALLY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0); // ------------------------------------------------------------ // > CLASS_CITIZEN_REBEL // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BARNACLE, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CITIZEN_REBEL, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CONSCRIPT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HEADCRAB, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MANHACK, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_METROPOLICE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MILITARY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MISSILE, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_SCANNER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_STALKER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_VORTIGAUNT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_ZOMBIE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER_ALLY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER_ALLY_VITAL,D_NU, 0); // ------------------------------------------------------------ // > CLASS_COMBINE // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BARNACLE, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CITIZEN_REBEL, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE_GUNSHIP, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CONSCRIPT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HEADCRAB, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MANHACK, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_METROPOLICE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MILITARY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_SCANNER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_STALKER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_VORTIGAUNT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_ZOMBIE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER_ALLY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); // ------------------------------------------------------------ // > CLASS_COMBINE_GUNSHIP // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BARNACLE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CITIZEN_REBEL, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE_GUNSHIP, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CONSCRIPT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HEADCRAB, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MANHACK, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_METROPOLICE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MILITARY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MISSILE, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_SCANNER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_STALKER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_VORTIGAUNT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_ZOMBIE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER_ALLY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); // ------------------------------------------------------------ // > CLASS_CONSCRIPT // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BARNACLE, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CITIZEN_REBEL, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CONSCRIPT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HEADCRAB, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MANHACK, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_METROPOLICE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MILITARY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_SCANNER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_STALKER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_VORTIGAUNT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_ZOMBIE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER_ALLY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER_ALLY_VITAL,D_NU, 0); // ------------------------------------------------------------ // > CLASS_FLARE // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_ANTLION, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BARNACLE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CITIZEN_REBEL, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CONSCRIPT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HEADCRAB, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MANHACK, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_METROPOLICE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MILITARY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_SCANNER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_STALKER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_VORTIGAUNT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_ZOMBIE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER_ALLY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0); // ------------------------------------------------------------ // > CLASS_HEADCRAB // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BARNACLE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CITIZEN_PASSIVE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CITIZEN_REBEL, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CONSCRIPT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HEADCRAB, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MANHACK, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_METROPOLICE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MILITARY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_SCANNER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_STALKER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_VORTIGAUNT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_ZOMBIE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER_ALLY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); // ------------------------------------------------------------ // > CLASS_MANHACK // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BARNACLE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CITIZEN_PASSIVE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CITIZEN_REBEL, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CONSCRIPT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HEADCRAB, D_HT,-1); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MANHACK, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_METROPOLICE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MILITARY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_SCANNER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_STALKER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_VORTIGAUNT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_ZOMBIE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER_ALLY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); // ------------------------------------------------------------ // > CLASS_METROPOLICE // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BARNACLE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CITIZEN_REBEL, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CONSCRIPT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HEADCRAB, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MANHACK, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_METROPOLICE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MILITARY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_SCANNER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_STALKER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_VORTIGAUNT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_ZOMBIE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER_ALLY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); // ------------------------------------------------------------ // > CLASS_MILITARY // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BARNACLE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CITIZEN_REBEL, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CONSCRIPT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HEADCRAB, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MANHACK, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_METROPOLICE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MILITARY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_SCANNER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_STALKER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_VORTIGAUNT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_ZOMBIE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER_ALLY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); // ------------------------------------------------------------ // > CLASS_MISSILE // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BARNACLE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CITIZEN_REBEL, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CONSCRIPT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HEADCRAB, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MANHACK, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_METROPOLICE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MILITARY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_SCANNER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_STALKER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_VORTIGAUNT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_ZOMBIE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER_ALLY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); // ------------------------------------------------------------ // > CLASS_NONE // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_ANTLION, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BARNACLE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CITIZEN_REBEL, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CONSCRIPT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HEADCRAB, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_MANHACK, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_METROPOLICE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_MILITARY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_SCANNER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_STALKER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_VORTIGAUNT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_ZOMBIE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER_ALLY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0); // ------------------------------------------------------------ // > CLASS_PLAYER // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BARNACLE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BULLSEYE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CITIZEN_PASSIVE, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CITIZEN_REBEL, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CONSCRIPT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HEADCRAB, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MANHACK, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_METROPOLICE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MILITARY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_SCANNER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_STALKER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_VORTIGAUNT, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_ZOMBIE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PROTOSNIPER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER_ALLY, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER_ALLY_VITAL,D_LI, 0); // ------------------------------------------------------------ // > CLASS_PLAYER_ALLY // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BARNACLE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CITIZEN_REBEL, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CONSCRIPT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HEADCRAB, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MANHACK, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_METROPOLICE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MILITARY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_SCANNER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_STALKER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_VORTIGAUNT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_ZOMBIE, D_FR, 1); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PROTOSNIPER, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY_VITAL,D_LI, 0); // ------------------------------------------------------------ // > CLASS_PLAYER_ALLY_VITAL // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BARNACLE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CITIZEN_REBEL, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CONSCRIPT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HEADCRAB, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MANHACK, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_METROPOLICE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MILITARY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_SCANNER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_STALKER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_VORTIGAUNT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_ZOMBIE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PROTOSNIPER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER_ALLY, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER_ALLY_VITAL,D_LI, 0); // ------------------------------------------------------------ // > CLASS_SCANNER // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BARNACLE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CITIZEN_REBEL, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE_GUNSHIP, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CONSCRIPT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HEADCRAB, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MANHACK, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_METROPOLICE, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MILITARY, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_SCANNER, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_STALKER, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_VORTIGAUNT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_ZOMBIE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PROTOSNIPER, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER_ALLY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); // ------------------------------------------------------------ // > CLASS_STALKER // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BARNACLE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CITIZEN_REBEL, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CONSCRIPT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HEADCRAB, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MANHACK, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_METROPOLICE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MILITARY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_SCANNER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_STALKER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_VORTIGAUNT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_ZOMBIE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER_ALLY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); // ------------------------------------------------------------ // > CLASS_VORTIGAUNT // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER, D_LI, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BARNACLE, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CITIZEN_PASSIVE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CITIZEN_REBEL, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CONSCRIPT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HEADCRAB, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MANHACK, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_METROPOLICE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MILITARY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_SCANNER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_STALKER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_VORTIGAUNT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_ZOMBIE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER_ALLY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER_ALLY_VITAL,D_NU, 0); // ------------------------------------------------------------ // > CLASS_ZOMBIE // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BARNACLE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CITIZEN_PASSIVE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CITIZEN_REBEL, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CONSCRIPT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HEADCRAB, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MANHACK, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_METROPOLICE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MILITARY, D_FR, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MISSILE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_SCANNER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_STALKER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_VORTIGAUNT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_ZOMBIE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER_ALLY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); // ------------------------------------------------------------ // > CLASS_PROTOSNIPER // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_NONE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BARNACLE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CITIZEN_PASSIVE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CITIZEN_REBEL, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE_GUNSHIP, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CONSCRIPT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HEADCRAB, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MANHACK, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_METROPOLICE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MILITARY, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MISSILE, D_NU, 5); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_SCANNER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_STALKER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_VORTIGAUNT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_ZOMBIE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PROTOSNIPER, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER_ALLY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); // ------------------------------------------------------------ // > CLASS_EARTH_FAUNA // // Hates pretty much everything equally except other earth fauna. // This will make the critter choose the nearest thing as its enemy. // ------------------------------------------------------------ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_NONE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_ANTLION, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BARNACLE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BULLSEYE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CITIZEN_PASSIVE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CITIZEN_REBEL, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE_GUNSHIP, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CONSCRIPT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_FLARE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HEADCRAB, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MANHACK, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_METROPOLICE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MILITARY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MISSILE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_SCANNER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_STALKER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_VORTIGAUNT, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_ZOMBIE, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PROTOSNIPER, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_EARTH_FAUNA, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER_ALLY, D_HT, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); } #endif //***
Let's finish by adding this in the CHL2MPRules::CHL2MPRules() function:
//***THOMAS*** INITS NPCs' RELATION SHIP TABLE FOR HL2DM InitDefaultAIRelationships(); //***
Import skills data
Few people noticed that NPCs were not causing any damage to the player and that they could die instantly. This issue is simply caused by the fact the file skill.cfg is missing from the "\cfg" directory in the mod-dir. To fix it, create a new text file with Notepad, put the code bellow in it, then rename the file to skill.cfg.
// =========== // NPCs // ============ // Barnacle sk_barnacle_health "35" // Barney sk_barney_health "35" // Bullseye sk_bullseye_health "35" //Bullsquid sk_bullsquid_health "40" sk_bullsquid_dmg_bite "15" sk_bullsquid_dmg_whip "25" sk_bullsquid_dmg_spit "10" // Citizen sk_citizen_health "40" // Combine Soldier sk_combine_s_health "50" sk_combine_s_kick "10" // Combine Guard sk_combine_guard_health "70" sk_combine_guard_kick "15" // strider sk_strider_health "350" sk_strider_num_missiles1 "5" sk_strider_num_missiles2 "7" sk_strider_num_missiles3 "7" // Headcrab sk_headcrab_health "10" sk_headcrab_melee_dmg "5" // Fast Headcrab sk_headcrab_fast_health "10" // Poison Headcrab sk_headcrab_poison_health "35" // Houndeye sk_houndeye_health "80" sk_houndeye_dmg_blast "15" // Manhack sk_manhack_health "25" sk_manhack_melee_dmg "20" // Metropolice sk_metropolice_health "40" sk_metropolice_stitch_reaction "1.0" sk_metropolice_stitch_tight_hitcount "2" sk_metropolice_stitch_at_hitcount "1" sk_metropolice_stitch_behind_hitcount "3" sk_metropolice_stitch_along_hitcount "2" // Rollermine sk_rollermine_shock "10" sk_rollermine_stun_delay "3" sk_rollermine_vehicle_intercept "1" // Scanner (City) sk_scanner_health "30" sk_scanner_dmg_dive "25" // Stalker sk_stalker_health "50" sk_stalker_melee_dmg "5" // Vortigaunt sk_vortigaunt_health "100" sk_vortigaunt_dmg_claw "10" sk_vortigaunt_dmg_rake "25" sk_vortigaunt_dmg_zap "20" sk_vortigaunt_armor_charge "30" // Zombie sk_zombie_health "50" sk_zombie_dmg_one_slash "10" sk_zombie_dmg_both_slash "25" // Poison Zombie sk_zombie_poison_health "175" sk_zombie_poison_dmg_spit "20" //Antlion sk_antlion_health "30" sk_antlion_swipe_damage "5" sk_antlion_jump_damage "5" //Antlion Guard sk_antlionguard_health "500" sk_antlionguard_dmg_charge "20" sk_antlionguard_dmg_shove "10" //Antlion Grub //sk_antliongrub_health "5" //Ichthyosaur sk_ichthyosaur_health "200" sk_ichthyosaur_melee_dmg "8" // Combine Gunship sk_gunship_burst_size "15" sk_gunship_health_increments "5" sk_npc_dmg_gunship "40" sk_npc_dmg_gunship_to_plr "3" // Combine Helicopter sk_npc_dmg_helicopter "6" sk_npc_dmg_helicopter_to_plr "3" sk_helicopter_grenadedamage "30" sk_helicopter_grenaderadius "275" sk_helicopter_grenadeforce "55000" // Combine Dropship sk_npc_dmg_dropship "2" // Combine APC sk_apc_health "750" // ================= // WEAPONS // ================= sk_plr_dmg_ar2 "8" sk_npc_dmg_ar2 "3" sk_max_ar2 "60" sk_max_ar2_altfire "3" sk_plr_dmg_alyxgun "5" sk_npc_dmg_alyxgun "3" sk_max_alyxgun "150" sk_plr_dmg_pistol "5" sk_npc_dmg_pistol "3" sk_max_pistol "150" sk_plr_dmg_smg1 "4" sk_npc_dmg_smg1 "3" sk_max_smg1 "225" sk_plr_dmg_buckshot "8" sk_npc_dmg_buckshot "3" sk_max_buckshot "30" sk_max_pulsemg "200" sk_plr_dmg_rpg_round "100" sk_npc_dmg_rpg_round "50" sk_max_rpg_round "3" sk_plr_dmg_smg1_grenade "100" sk_npc_dmg_smg1_grenade "50" sk_max_smg1_grenade "3" sk_smg1_grenade_radius "250" //sk_plr_dmg_gauss "25" //sk_plr_max_dmg_gauss "30" sk_plr_dmg_sniper_round "13" sk_npc_dmg_sniper_round "100" sk_max_sniper_round "60" sk_plr_dmg_357 "40" sk_npc_dmg_357 "30" sk_max_357 "12" sk_plr_dmg_crossbow "100" sk_npc_dmg_crossbow "10" sk_max_crossbow "10" sk_plr_dmg_airboat "3" sk_npc_dmg_airboat "3" //sk_dmg_sniper_penetrate_plr "10" //sk_dmg_sniper_penetrate_npc "100" sk_plr_dmg_grenade "150" sk_npc_dmg_grenade "75" sk_max_grenade "5" sk_plr_dmg_crowbar "13" sk_npc_dmg_crowbar "5" sk_plr_dmg_stunstick "10" sk_npc_dmg_stunstick "40" // Kill a citizen in one hit //sk_plr_dmg_satchel "150" //sk_npc_dmg_satchel "75" //sk_satchel_radius "150" // Mortar Synth projectile //sk_dmg_energy_grenade "2" //sk_energy_grenade_radius "100" sk_dmg_homer_grenade "20" sk_homer_grenade_radius "100" // Bullsquid spit sk_dmg_spit_grenade "30" sk_spit_grenade_radius "120" //sk_plr_dmg_tripmine "150" //sk_npc_dmg_tripmine "125" //sk_tripmine_radius "200" sk_plr_dmg_fraggrenade "125" sk_npc_dmg_fraggrenade "75" sk_fraggrenade_radius "250" // HEALTH/SUIT CHARGE DISTRIBUTION sk_suitcharger "75" sk_suitcharger_citadel "500" sk_suitcharger_citadel_maxarmor "200" sk_battery "15" sk_healthcharger "50" sk_healthkit "25" sk_healthvial "10" // Combine balls sk_combineball_seek_angle "15" sk_combineball_guidefactor "1.0" // NPC damage adjusters sk_npc_head "3" sk_npc_chest "1" sk_npc_stomach "1" sk_npc_arm "1" sk_npc_leg "1" // player damage adjusters sk_player_head "3" sk_player_chest "1" sk_player_stomach "1" sk_player_arm "1" sk_player_leg "1" // Allies sk_ally_regen_time "0.2" // Jeep sk_max_gauss_round "30"
Conclusion
This tutorial should help you to get NPCs working in HL2DM. You could do it manually for each NPC, but I think this should help you not to waste time!
Happy programming!
—Dolphin's Eye ( dolphineye http://cridder.com/resume/small-at-symbol.JPG free.fr ) Template:Otherlang:en Template:Otherlang:en:fr