Fr/Fixing AI in multiplayer: Difference between revisions

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[[Category:Programming]][[Category:French]]
[[Category:Programming]]
=Introduction=
=Introduction=
Bien le bonjour à tous!  
Salut à tous!  


Quelques personnes m'ont demandé pourquoi leurs NPC ( alias PNJ ) ne bougeaient - voire n'attaquaient - pas le joueur dans les parties en coopératif de Half-Life 2: Deathmatch.
Cet article est une mise-à-jour de l'article '''Activer IA en Coop'''.
Bien que l'ancienne version expiquait comment activer l'IA dans une partie multijoueurs, il s'avérait que les NPCs de type humanoïdes tels que les ''Combine Soldiers'' ne pouvaient pas se déplacer, ni tirer sur le joueur, et c'est frustrant!
Eh bien voilà, c'est une histoire an cienne à présent, je vous propose que l'on étudie tout celà ensembe...


C'est très simple, ils ne le font pas car Half-Life 2: Deathmatch n'inclus pas directement la table des relationship des NPC, c'est à dire leurs relations entre eux dans l'univers du jeu.  
Avant que l'on aille plus loin, j'aimerais juste remercier au passage Garry Newman BunkMug, FoxFire, pour leurs tuyaux ainsi que d'autres personnes sur divers forums.


Du coup je vais vous expliquer comment créer cette table afin que vos NPC cessent de vous regarder comme des beignets ;o)


 
=Tabes des Relations=
 
=Table des Relations=
==Création de la Table==
==Création de la Table==
D'abord, on doit définir cette table en définissant les différentes classes des personnages présents dans le jeu.
D'abord, on doit définir cette table en définissant les différentes classes des personnages présents dans le jeu.
Line 51: Line 50:
//***
//***
</pre>
</pre>


==Utilisation de la Table==
==Utilisation de la Table==
Line 69: Line 66:




Maintenant ouvrez le fichier '''h2mp_gamerules.cpp'''. Ensuite tout en bas du fichier ''.cpp'' ajoutez tout ce bout de code:
A présent, ouvrez le fichier '''h2mp_gamerules.cpp'''. Ensuite tout en bas du fichier ''.cpp'' ajoutez tout ce bout de code:
<pre>
<pre>
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
Line 80: Line 77:
void CHL2MPRules::InitDefaultAIRelationships( void )
void CHL2MPRules::InitDefaultAIRelationships( void )
{
{
int i, j;
//Copiez le contenu of de hl2_gamerules InitDefaultAIRelationships ici
}
#endif
//***
</pre>


//  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);


// ------------------------------------------------------------
Terminons en ajoutant cette petite instruction dans la fonction CHL2MPRules::CHL2MPRules():
// > 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);


// ------------------------------------------------------------
<pre>
// > CLASS_BULLSEYE
//***THOMAS*** INITIALISE LA TABLE DES RELATIONS DES NPC ( =PNJ ) POUR HL2DM
// ------------------------------------------------------------
InitDefaultAIRelationships();
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_NONE, D_NU, 0);
//***
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER, D_NU, 0);
</pre>
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);


// ------------------------------------------------------------
=Making Humanoid NPCs Shoot=
// > CLASS_CITIZEN_REBEL
==Weapons Animations Code==
// ------------------------------------------------------------
First, find each weapon SP code ( located in the \dlls\hl2_dll\ folder ), then move all the animations declarations located in the SP-acttable_t function to the HL2MP-acttable_t structure. See example bellow:
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);


// ------------------------------------------------------------
<pre>
// > CLASS_COMBINE
acttable_t CWeaponSMG1::m_acttable[] =
// ------------------------------------------------------------
{
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_NONE, D_NU, 0);
//HL2DM ANIMATIONS LIST START
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER, D_HT, 0);
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG1, false },
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_ANTLION, D_HT, 0);
( ... )
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BARNACLE, D_FR, 0);
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, false },
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BULLSEYE, D_NU, 0);
//HL2MP ANIMATIONS LIST END
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);


// ------------------------------------------------------------
//HL2SP ANIMATIONS LIST START
// > CLASS_COMBINE_GUNSHIP
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, true },
// ------------------------------------------------------------
{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_NONE, D_NU, 0);
{ ACT_IDLE, ACT_IDLE_SMG1, true },
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER, D_HT, 0);
(...)
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_ANTLION, D_HT, 0);
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BARNACLE, D_NU, 0);
//HL2SP ANIMATIONS LIST END
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
</pre>
// ------------------------------------------------------------
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);


// ------------------------------------------------------------
==Other Weapons Modifications==
// > CLASS_METROPOLICE
Now you have to edit each weapon code by adding a few lines of code in their class definition.
// ------------------------------------------------------------
In each weapon class, add those declarations ( server side only ):
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);


// ------------------------------------------------------------
<pre>
// > CLASS_MILITARY
#ifndef CLIENT_DLL
// ------------------------------------------------------------
//ALLOW NPCS TO USE THE WEAPON TO SHOOT THEIR ENNEMIES
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_NONE, D_NU, 0);
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER, D_HT, 0);
//HANDLES AI'S ACTIVITIES
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_ANTLION, D_HT, 0);
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BARNACLE, D_NU, 0);
#endif
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BULLSEYE, D_NU, 0);
</pre>
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);


// ------------------------------------------------------------
'''NOTICE:''' You will find the ''Operator_HandleAnimEvent()'' function body in the SP-code of the weapon. Thus, do not forget to copy/paste it to avoid compiling errors!
// > 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);


// ------------------------------------------------------------
==Garry Newman's suggestion==
// > CLASS_PLAYER
Garry Newman suggested on forums to modify the ''SetActivity()'' function code.
// ------------------------------------------------------------
Thus, in the '''basecombatweapon_shared.cpp''' file, find the ''SetActivity()'' function, and then, after Adrian's comment:
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_NONE, D_NU, 0);
<pre>
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER, D_NU, 0);
//Adrian: Oh man...
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_ANTLION, D_HT, 0);
</pre>
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);


// ------------------------------------------------------------
replace
// > 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);


// ------------------------------------------------------------
<pre>
// > CLASS_PLAYER_ALLY_VITAL
#if !defined( CLIENT_DLL ) && defined( HL2MP )
// ------------------------------------------------------------
SetModel( GetWorldModel() );
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_NONE, D_NU, 0);
#endif
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER, D_LI, 0);
</pre>
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);


// ------------------------------------------------------------
to
// > 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);


// ------------------------------------------------------------
<pre>
// > CLASS_VORTIGAUNT
if ( GetOwner()->IsPlayer() )
// ------------------------------------------------------------
SetModel( GetWorldModel() );
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_NONE, D_NU, 0);
</pre>
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);


// ------------------------------------------------------------
Proceed similarily after the other comment, so you replace:
// > 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);


// ------------------------------------------------------------
<pre>
// > CLASS_EARTH_FAUNA
//Adrian: Oh man again...
//
#if !defined( CLIENT_DLL ) && defined( HL2MP )
// Hates pretty much everything equally except other earth fauna.
SetModel( GetViewModel() );
// 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
#endif
//***
</pre>
</pre>


 
to
Terminons en ajoutant cette petite instruction dans la fonction CHL2MPRules::CHL2MPRules():


<pre>
<pre>
//***THOMAS*** INITIALISE LA TABLE DES RELATIONS DES NPC ( =PNJ ) POUR HL2DM
//Adrian: Oh man again...
InitDefaultAIRelationships();
if ( GetOwner()->IsPlayer() )
//***
SetModel( GetViewModel() );
</pre>
</pre>


=Importation des Skills=
Well, I don't now if that code fixes anything, I have not tried yet. I hope you will give me feedback about that piece of code.
On m'a fait remarquer que les NPC ne causent pas de dommages au joueur, et en plus ils meurent très facilement.
 
Ceci est simplement liée à l'absence du fichier '''skill.cfg''' dans le répertoire ''"\cfg"'' du mod.
 
Pour ce faire, créez un fichier avec Notepad et copiez le texte qui suit à l'intérieur. Renommez enfin ce fichier en '''skill.cfg'' et le tour est joué.
==Ammotypes==
Well, if the NPCS kill you instantly - ''it happened to me'' - here's the tip to fix it. In the '''hl2mp_gamerules.cpp''' file, replace the whole ''CAmmoDef *GetAmmoDef()'' function to this:


<pre>
<pre>
// ===========
CAmmoDef *GetAmmoDef()
//  NPCs
{
// ============
static CAmmoDef def;
// Barnacle
static bool bInitted = false;
sk_barnacle_health "35"
if ( !bInitted )
{
bInitted = true;


// Barney
//THOMAS: HL2SP DEFINITIONS
sk_barney_health "35"
def.AddAmmoType("AR2", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_ar2", "sk_npc_dmg_ar2", "sk_max_ar2", BULLET_IMPULSE(200, 1225), 0 );
def.AddAmmoType("AlyxGun", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_alyxgun", "sk_npc_dmg_alyxgun", "sk_max_alyxgun", BULLET_IMPULSE(200, 1225), 0 );
def.AddAmmoType("Pistol", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_pistol", "sk_npc_dmg_pistol", "sk_max_pistol", BULLET_IMPULSE(200, 1225), 0 );
def.AddAmmoType("SMG1", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_smg1", "sk_npc_dmg_smg1", "sk_max_smg1", BULLET_IMPULSE(200, 1225), 0 );
def.AddAmmoType("357", DMG_BULLET, TRACER_LINE_AND_WHIZ, " sk_plr_dmg_357", "sk_npc_dmg_357", "sk_max_357", BULLET_IMPULSE(800, 5000), 0 );
def.AddAmmoType("XBowBolt", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_crossbow", "sk_npc_dmg_crossbow", "sk_max_crossbow", BULLET_IMPULSE(800, 8000), 0 );


// Bullseye
def.AddAmmoType("Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, "sk_plr_dmg_buckshot", "sk_npc_dmg_buckshot", "sk_max_buckshot", BULLET_IMPULSE(400, 1200), 0 );
sk_bullseye_health "35"
def.AddAmmoType("RPG_Round", DMG_BURN, TRACER_NONE, "sk_plr_dmg_rpg_round", "sk_npc_dmg_rpg_round", "sk_max_rpg_round", 0, 0 );
def.AddAmmoType("SMG1_Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_smg1_grenade", "sk_npc_dmg_smg1_grenade", "sk_max_smg1_grenade", 0, 0 );
def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_grenade", 0, 0);
def.AddAmmoType("Thumper", DMG_SONIC, TRACER_NONE, 10, 10, 2, 0, 0 );
def.AddAmmoType("Gravity", DMG_CLUB, TRACER_NONE, 0, 0, 8, 0, 0 );
def.AddAmmoType("Battery", DMG_CLUB, TRACER_NONE, NULL, NULL, NULL, 0, 0 );
def.AddAmmoType("GaussEnergy", DMG_SHOCK, TRACER_NONE, "sk_jeep_gauss_damage", "sk_jeep_gauss_damage", "sk_max_gauss_round", BULLET_IMPULSE(650, 8000), 0 ); // hit like a 10kg weight at 400 in/s
def.AddAmmoType("CombineCannon", DMG_BULLET, TRACER_LINE, "sk_npc_dmg_gunship_to_plr", "sk_npc_dmg_gunship", NULL, 1.5 * 750 * 12, 0 ); // hit like a 1.5kg weight at 750 ft/s
def.AddAmmoType("AirboatGun", DMG_AIRBOAT, TRACER_LINE, "sk_plr_dmg_airboat", "sk_npc_dmg_airboat", NULL, BULLET_IMPULSE(10, 600), 0 );
def.AddAmmoType("StriderMinigun", DMG_BULLET, TRACER_LINE, 5, 5, 15, 1.0 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 1.0kg weight at 750 ft/s
def.AddAmmoType("HelicopterGun", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_npc_dmg_helicopter_to_plr", "sk_npc_dmg_helicopter", "sk_max_smg1", BULLET_IMPULSE(400, 1225), AMMO_FORCE_DROP_IF_CARRIED | AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER );
def.AddAmmoType("AR2AltFire", DMG_DISSOLVE, TRACER_NONE, 0, 0, "sk_max_ar2_altfire", 0, 0 );
//***
}


//Bullsquid
return &def;
sk_bullsquid_health "40"
}
sk_bullsquid_dmg_bite  "15"
</pre>
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
=Let's Finish=
sk_headcrab_fast_health "10"
==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, get the '''skill.cfg''' file located in the Half-Lfe 2 folder.


// Poison Headcrab
==Models Animations==
sk_headcrab_poison_health "35"
You have to replace the HL2DM NPCS animations by the HL2 ones. Indeed HL2DM overrides the NPCs animations - ''used for the player models'' - so it breaks the AI. Thus, you have to use other models files for the players. You can hexedit the HL2DM player models & animations to make it tight. You will also have to put the HL2 original models in your ''\models'' folder.
Finally, do not forget to modify the code related to the player models list in the '''hl2mp_player.cpp''' file.


// Houndeye
Well, I don't want you to waste time hex-editing the model files, so I borrowed Garry's models, you can downoad the whole package [http://dolphineye.ifrance.com/aifix.html here ].
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
Hope it helps! Happy modding!
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
{{otherlang:en}} {{otherlang:en:fr|Activer IA en Coop}}
sk_vortigaunt_health "100"
[[Category:Programming]]
sk_vortigaunt_dmg_claw "10"
=Introduction=
sk_vortigaunt_dmg_rake "25"
Howdy!
sk_vortigaunt_dmg_zap "20"
sk_vortigaunt_armor_charge "30"


// Zombie
This article is an updated version of the previous tutorial '''Activating AI In Coop Games'''.
sk_zombie_health "50"
Though the previous article allowed you to enable AI in multiplayer games, humanoid NPCs like ''Combine Soldiers'' could not attack the player. It is annoying, isn't it? Well, I think this is time to get over it!
sk_zombie_dmg_one_slash "10"
sk_zombie_dmg_both_slash "25"


// Poison Zombie
Before we go on, I would like to thank Garry Newman, BunkMug & FoxFire - for their contributions to the A.I problem - and some other people on the forums who helped me to figure out that crazy stuff.
sk_zombie_poison_health "175"
I hope the article will help!
sk_zombie_poison_dmg_spit "20"


//Antlion
sk_antlion_health "30"
sk_antlion_swipe_damage "5"
sk_antlion_jump_damage "5"


//Antlion Guard
=The Relationship Table=
sk_antlionguard_health "500"
==Creating the Table==
sk_antlionguard_dmg_charge "20"
First of all, 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:
sk_antlionguard_dmg_shove "10"


//Antlion Grub
<pre>
//sk_antliongrub_health "5"
//***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,


//Ichthyosaur
NUM_AI_CLASSES
sk_ichthyosaur_health "200"
};
sk_ichthyosaur_melee_dmg "8"
//***
</pre>


// Combine Gunship
==Loading the Table==
sk_gunship_burst_size "15"
sk_gunship_health_increments "5"
sk_npc_dmg_gunship "40"
sk_npc_dmg_gunship_to_plr "3"


// Combine Helicopter
All right! Now we have to tell the Game Rules to use this relationship table when we start a HL2DM game.
sk_npc_dmg_helicopter "6"
Open the '''hl2mp_gamerules.h''' file. Under the '''public:''' tab, add this:
sk_npc_dmg_helicopter_to_plr "3"
sk_helicopter_grenadedamage "30"
sk_helicopter_grenaderadius "275"
sk_helicopter_grenadeforce "55000"


// Combine Dropship
<pre>
sk_npc_dmg_dropship "2"
//***THOMAS*** INITS NPCs' RELATION SHIP TABLE FOR HL2DM
#ifndef CLIENT_DLL
void InitDefaultAIRelationships( void );
#endif
//***
</pre>


// Combine APC
sk_apc_health "750"




// =================
Now open the '''hl2mp_gamerules.cpp''' file. Then, at the very bottom of the file, add this piece of code:
//  WEAPONS
<pre>
// =================
//------------------------------------------------------------------------------
// Purpose : Initialize all default class relationships
// Input  :
// Output :
//------------------------------------------------------------------------------
//***THOMAS*** INITS NPCs' RELATION SHIP TABLE FOR HL2DM
#ifndef CLIENT_DLL
void CHL2MPRules::InitDefaultAIRelationships( void )
{
//Copy contents of the hl2_gamerules InitDefaultAIRelationships to here
}
#endif
//***
</pre>
 
 
Let's finish by adding this in the CHL2MPRules::CHL2MPRules() function:
 
<pre>
//***THOMAS*** INITS NPCs' RELATION SHIP TABLE FOR HL2DM
InitDefaultAIRelationships();
//***
</pre>


sk_plr_dmg_ar2 "8"
sk_npc_dmg_ar2 "3"
sk_max_ar2 "60"
sk_max_ar2_altfire "3"


sk_plr_dmg_alyxgun "5"
=Making Humanoid NPCs Shoot=
sk_npc_dmg_alyxgun "3"
==Weapons Animations Code==
sk_max_alyxgun "150"
First, find each weapon SP code ( located in the \dlls\hl2_dll\ folder ), then move all the animations declarations located in the SP-acttable_t function to the HL2MP-acttable_t structure. See example bellow:


sk_plr_dmg_pistol "5"
<pre>
sk_npc_dmg_pistol "3"
acttable_t CWeaponSMG1::m_acttable[] =
sk_max_pistol "150"
{
//HL2DM ANIMATIONS LIST START
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG1, false },
( ... )
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, false },
//HL2MP ANIMATIONS LIST END


sk_plr_dmg_smg1 "4"
//HL2SP ANIMATIONS LIST START
sk_npc_dmg_smg1 "3"
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, true },
sk_max_smg1 "225"
{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
{ ACT_IDLE, ACT_IDLE_SMG1, true },
(...)
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
//HL2SP ANIMATIONS LIST END


sk_plr_dmg_buckshot "8"
}
sk_npc_dmg_buckshot "3"
</pre>
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"
==Other Weapons Modifications==
sk_npc_dmg_smg1_grenade "50"
Now you have to edit each weapon code by adding a few lines of code in their class definition.
sk_max_smg1_grenade "3"
In each weapon class, add those declarations ( server side only ):
sk_smg1_grenade_radius "250"


//sk_plr_dmg_gauss "25"
<pre>
//sk_plr_max_dmg_gauss "30"
#ifndef CLIENT_DLL
//ALLOW NPCS TO USE THE WEAPON TO SHOOT THEIR ENNEMIES
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
//HANDLES AI'S ACTIVITIES
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
#endif
</pre>


sk_plr_dmg_sniper_round "13"
'''NOTICE:''' You will find the ''Operator_HandleAnimEvent()'' function body in the SP-code of the weapon. Thus, do not forget to copy/paste it to avoid compiling errors!
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"
==Garry Newman's suggestion==
sk_npc_dmg_crossbow "10"
Garry Newman suggested on forums to modify the ''SetActivity()'' function code.
sk_max_crossbow "10"
Thus, in the '''basecombatweapon_shared.cpp''' file, find the ''SetActivity()'' function, and then, after Adrian's comment:
<pre>
//Adrian: Oh man...
</pre>


sk_plr_dmg_airboat "3"
replace
sk_npc_dmg_airboat "3"


//sk_dmg_sniper_penetrate_plr "10"
<pre>
//sk_dmg_sniper_penetrate_npc "100"
#if !defined( CLIENT_DLL ) && defined( HL2MP )
SetModel( GetWorldModel() );
#endif
</pre>


sk_plr_dmg_grenade "150"
to
sk_npc_dmg_grenade "75"
sk_max_grenade "5"


sk_plr_dmg_crowbar "13"
sk_npc_dmg_crowbar "5"


sk_plr_dmg_stunstick "10"
<pre>
sk_npc_dmg_stunstick "40" // Kill a citizen in one hit
if ( GetOwner()->IsPlayer() )
SetModel( GetWorldModel() );
</pre>


//sk_plr_dmg_satchel "150"
//sk_npc_dmg_satchel "75"
//sk_satchel_radius "150"


// Mortar Synth projectile
Proceed similarily after the other comment, so you replace:
//sk_dmg_energy_grenade "2"
//sk_energy_grenade_radius "100"


sk_dmg_homer_grenade "20"
<pre>
sk_homer_grenade_radius "100"
//Adrian: Oh man again...
#if !defined( CLIENT_DLL ) && defined( HL2MP )
SetModel( GetViewModel() );
#endif
</pre>


// Bullsquid spit
to
sk_dmg_spit_grenade "30"
sk_spit_grenade_radius "120"


//sk_plr_dmg_tripmine "150"
<pre>
//sk_npc_dmg_tripmine "125"
//Adrian: Oh man again...
//sk_tripmine_radius "200"
if ( GetOwner()->IsPlayer() )
SetModel( GetViewModel() );
</pre>


sk_plr_dmg_fraggrenade "125"
Well, I don't now if that code fixes anything, I have not tried yet. I hope you will give me feedback about that piece of code.
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
==Ammotypes==
sk_combineball_seek_angle "15"
Well, if the NPCS kill you instantly - ''it happened to me'' - here's the tip to fix it. In the '''hl2mp_gamerules.cpp''' file, replace the whole ''CAmmoDef *GetAmmoDef()'' function to this:
sk_combineball_guidefactor "1.0"


// NPC damage adjusters
<pre>
sk_npc_head "3"
CAmmoDef *GetAmmoDef()
sk_npc_chest "1"
{
sk_npc_stomach "1"
static CAmmoDef def;
sk_npc_arm "1"
static bool bInitted = false;
sk_npc_leg "1"
if ( !bInitted )
{
bInitted = true;


// player damage adjusters
//THOMAS: HL2SP DEFINITIONS
sk_player_head "3"
def.AddAmmoType("AR2", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_ar2", "sk_npc_dmg_ar2", "sk_max_ar2", BULLET_IMPULSE(200, 1225), 0 );
sk_player_chest "1"
def.AddAmmoType("AlyxGun", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_alyxgun", "sk_npc_dmg_alyxgun", "sk_max_alyxgun", BULLET_IMPULSE(200, 1225), 0 );
sk_player_stomach "1"
def.AddAmmoType("Pistol", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_pistol", "sk_npc_dmg_pistol", "sk_max_pistol", BULLET_IMPULSE(200, 1225), 0 );
sk_player_arm "1"
def.AddAmmoType("SMG1", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_smg1", "sk_npc_dmg_smg1", "sk_max_smg1", BULLET_IMPULSE(200, 1225), 0 );
sk_player_leg "1"
def.AddAmmoType("357", DMG_BULLET, TRACER_LINE_AND_WHIZ, " sk_plr_dmg_357", "sk_npc_dmg_357", "sk_max_357", BULLET_IMPULSE(800, 5000), 0 );
def.AddAmmoType("XBowBolt", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_crossbow", "sk_npc_dmg_crossbow", "sk_max_crossbow", BULLET_IMPULSE(800, 8000), 0 );


// Allies
def.AddAmmoType("Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, "sk_plr_dmg_buckshot", "sk_npc_dmg_buckshot", "sk_max_buckshot", BULLET_IMPULSE(400, 1200), 0 );
sk_ally_regen_time "0.2"
def.AddAmmoType("RPG_Round", DMG_BURN, TRACER_NONE, "sk_plr_dmg_rpg_round", "sk_npc_dmg_rpg_round", "sk_max_rpg_round", 0, 0 );
def.AddAmmoType("SMG1_Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_smg1_grenade", "sk_npc_dmg_smg1_grenade", "sk_max_smg1_grenade", 0, 0 );
def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_grenade", 0, 0);
def.AddAmmoType("Thumper", DMG_SONIC, TRACER_NONE, 10, 10, 2, 0, 0 );
def.AddAmmoType("Gravity", DMG_CLUB, TRACER_NONE, 0, 0, 8, 0, 0 );
def.AddAmmoType("Battery", DMG_CLUB, TRACER_NONE, NULL, NULL, NULL, 0, 0 );
def.AddAmmoType("GaussEnergy", DMG_SHOCK, TRACER_NONE, "sk_jeep_gauss_damage", "sk_jeep_gauss_damage", "sk_max_gauss_round", BULLET_IMPULSE(650, 8000), 0 ); // hit like a 10kg weight at 400 in/s
def.AddAmmoType("CombineCannon", DMG_BULLET, TRACER_LINE, "sk_npc_dmg_gunship_to_plr", "sk_npc_dmg_gunship", NULL, 1.5 * 750 * 12, 0 ); // hit like a 1.5kg weight at 750 ft/s
def.AddAmmoType("AirboatGun", DMG_AIRBOAT, TRACER_LINE, "sk_plr_dmg_airboat", "sk_npc_dmg_airboat", NULL, BULLET_IMPULSE(10, 600), 0 );
def.AddAmmoType("StriderMinigun", DMG_BULLET, TRACER_LINE, 5, 5, 15, 1.0 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 1.0kg weight at 750 ft/s
def.AddAmmoType("HelicopterGun", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_npc_dmg_helicopter_to_plr", "sk_npc_dmg_helicopter", "sk_max_smg1", BULLET_IMPULSE(400, 1225), AMMO_FORCE_DROP_IF_CARRIED | AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER );
def.AddAmmoType("AR2AltFire", DMG_DISSOLVE, TRACER_NONE, 0, 0, "sk_max_ar2_altfire", 0, 0 );
//***
}


// Jeep
return &def;
sk_max_gauss_round "30"
}
</pre>
</pre>


=Conclusion=
Bon voilà ce tutorial devrait vous apporter des NPC dôtés d'un cerveau. Vous pourriez finalement le faire manuellement pour chaque NPC, mais ça prendrait un temps fou et ça ne serait pas aussi complet que dans le jeu d'origine!


Have fun!






&mdash;Dolphin's Eye (&nbsp;&nbsp;dolphineye http://cridder.com/resume/small-at-symbol.JPG free.fr )
 
=Let's Finish=
==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, get the '''skill.cfg''' file located in the Half-Lfe 2 folder.
 
==Models Animations==
You have to replace the HL2DM NPCS animations by the HL2 ones. Indeed HL2DM overrides the NPCs animations - ''used for the player models'' - so it breaks the AI. Thus, you have to use other models files for the players. You can hexedit the HL2DM player models & animations to make it tight. You will also have to put the HL2 original models in your ''\models'' folder.
Finally, do not forget to modify the code related to the player models list in the '''hl2mp_player.cpp''' file.
 
Well, I don't want you to waste time hex-editing the model files, so I borrowed Garry's models, you can downoad the whole package [http://dolphineye.ifrance.com/aifix.html here ].
 
 
 
Hope it helps! Happy modding!
 
 


{{otherlang:en}} {{otherlang:fr:en|Activating AI In Coop Games}}
{{otherlang:en}} {{otherlang:fr:en|Activating AI In Coop Games}}

Revision as of 02:48, 18 March 2006

Introduction

Salut à tous!

Cet article est une mise-à-jour de l'article Activer IA en Coop. Bien que l'ancienne version expiquait comment activer l'IA dans une partie multijoueurs, il s'avérait que les NPCs de type humanoïdes tels que les Combine Soldiers ne pouvaient pas se déplacer, ni tirer sur le joueur, et c'est frustrant! Eh bien voilà, c'est une histoire an cienne à présent, je vous propose que l'on étudie tout celà ensembe...

Avant que l'on aille plus loin, j'aimerais juste remercier au passage Garry Newman BunkMug, FoxFire, pour leurs tuyaux ainsi que d'autres personnes sur divers forums.


Tabes des Relations

Création de la Table

D'abord, on doit définir cette table en définissant les différentes classes des personnages présents dans le jeu. Ouvrez le fichier BaseEntity.h, puis dans la définition de enum Class_T, après le bloc #elif defined( CSTRIKE_DLL ) ajoutez ceci:

//***THOMAS*** INITIALISE LA TABLE DES RELATIONS DES NPC ( =PNJ ) POUR 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
};
//***

Utilisation de la Table

Super! Maintenant il nous faut dire aux Game Rules d'utiliser cette Table de Relations dans le jeu lorque l'on commence une partie de HL2DM. Ouvrez le fichier h2mp_gamerules.h. En dessous de l'onglet public:, ajoutez ceci:

//***THOMAS*** INITIALISE LA TABLE DES RELATIONS DES NPC ( =PNJ ) POUR HL2DM
#ifndef CLIENT_DLL 
void InitDefaultAIRelationships( void );
#endif
//***


A présent, ouvrez le fichier h2mp_gamerules.cpp. Ensuite tout en bas du fichier .cpp ajoutez tout ce bout de code:

//------------------------------------------------------------------------------
// Purpose : Initialize all default class relationships
// Input   :
// Output  :
//------------------------------------------------------------------------------
//***THOMAS*** INITIALISE LA TABLE DES RELATIONS DES NPC ( =PNJ ) POUR HL2DM
#ifndef CLIENT_DLL 
void CHL2MPRules::InitDefaultAIRelationships( void )
{
	//Copiez le contenu of de hl2_gamerules InitDefaultAIRelationships ici
}
#endif
//***



Terminons en ajoutant cette petite instruction dans la fonction CHL2MPRules::CHL2MPRules():

//***THOMAS*** INITIALISE LA TABLE DES RELATIONS DES NPC ( =PNJ ) POUR HL2DM
InitDefaultAIRelationships();
//***


Making Humanoid NPCs Shoot

Weapons Animations Code

First, find each weapon SP code ( located in the \dlls\hl2_dll\ folder ), then move all the animations declarations located in the SP-acttable_t function to the HL2MP-acttable_t structure. See example bellow:

acttable_t	CWeaponSMG1::m_acttable[] = 
		{
			//HL2DM ANIMATIONS LIST START
			{ ACT_HL2MP_IDLE,		ACT_HL2MP_IDLE_SMG1,		false },
			( ... )
			{ ACT_RANGE_ATTACK1,		ACT_RANGE_ATTACK_SMG1,		false },
			//HL2MP ANIMATIONS LIST END

			//HL2SP ANIMATIONS LIST START
			{ ACT_RANGE_ATTACK1,		ACT_RANGE_ATTACK_SMG1,		true },
			{ ACT_RELOAD,			ACT_RELOAD_SMG1,		true },
			{ ACT_IDLE,			ACT_IDLE_SMG1,			true },
			(...)
			{ ACT_GESTURE_RELOAD,		ACT_GESTURE_RELOAD_SMG1,	true },
			//HL2SP ANIMATIONS LIST END

		}


Other Weapons Modifications

Now you have to edit each weapon code by adding a few lines of code in their class definition. In each weapon class, add those declarations ( server side only ):

#ifndef CLIENT_DLL
	//ALLOW NPCS TO USE THE WEAPON TO SHOOT THEIR ENNEMIES
	int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
	//HANDLES AI'S ACTIVITIES
	void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
#endif

NOTICE: You will find the Operator_HandleAnimEvent() function body in the SP-code of the weapon. Thus, do not forget to copy/paste it to avoid compiling errors!


Garry Newman's suggestion

Garry Newman suggested on forums to modify the SetActivity() function code. Thus, in the basecombatweapon_shared.cpp file, find the SetActivity() function, and then, after Adrian's comment:

//Adrian: Oh man...

replace

#if !defined( CLIENT_DLL ) && defined( HL2MP )
	SetModel( GetWorldModel() );
#endif

to


	if ( GetOwner()->IsPlayer() )
		SetModel( GetWorldModel() );


Proceed similarily after the other comment, so you replace:

	//Adrian: Oh man again...
#if !defined( CLIENT_DLL ) && defined( HL2MP )
	SetModel( GetViewModel() );
#endif

to

	//Adrian: Oh man again...
	if ( GetOwner()->IsPlayer() )
		SetModel( GetViewModel() );

Well, I don't now if that code fixes anything, I have not tried yet. I hope you will give me feedback about that piece of code.


Ammotypes

Well, if the NPCS kill you instantly - it happened to me - here's the tip to fix it. In the hl2mp_gamerules.cpp file, replace the whole CAmmoDef *GetAmmoDef() function to this:

CAmmoDef *GetAmmoDef()
	{
		static CAmmoDef def;
		static bool bInitted = false;
	
		if ( !bInitted )
		{
			bInitted = true;

			//THOMAS: HL2SP DEFINITIONS
			def.AddAmmoType("AR2",				DMG_BULLET,					TRACER_LINE_AND_WHIZ,		"sk_plr_dmg_ar2",		"sk_npc_dmg_ar2",			"sk_max_ar2",			BULLET_IMPULSE(200, 1225), 0 );
			def.AddAmmoType("AlyxGun",			DMG_BULLET,					TRACER_LINE,			"sk_plr_dmg_alyxgun",		"sk_npc_dmg_alyxgun",		"sk_max_alyxgun",			BULLET_IMPULSE(200, 1225), 0 );
			def.AddAmmoType("Pistol",			DMG_BULLET,					TRACER_LINE_AND_WHIZ,		"sk_plr_dmg_pistol",		"sk_npc_dmg_pistol",		"sk_max_pistol",			BULLET_IMPULSE(200, 1225), 0 );
			def.AddAmmoType("SMG1",				DMG_BULLET,					TRACER_LINE_AND_WHIZ,		"sk_plr_dmg_smg1",		"sk_npc_dmg_smg1",			"sk_max_smg1",			BULLET_IMPULSE(200, 1225), 0 );
			def.AddAmmoType("357",				DMG_BULLET,					TRACER_LINE_AND_WHIZ,	"	sk_plr_dmg_357",		"sk_npc_dmg_357",			"sk_max_357",			BULLET_IMPULSE(800, 5000), 0 );
			def.AddAmmoType("XBowBolt",			DMG_BULLET,					TRACER_LINE,			"sk_plr_dmg_crossbow",		"sk_npc_dmg_crossbow",		"sk_max_crossbow",			BULLET_IMPULSE(800, 8000), 0 );

			def.AddAmmoType("Buckshot",			DMG_BULLET | DMG_BUCKSHOT,			TRACER_LINE,			"sk_plr_dmg_buckshot",		"sk_npc_dmg_buckshot",		"sk_max_buckshot",			BULLET_IMPULSE(400, 1200), 0 );
			def.AddAmmoType("RPG_Round",			DMG_BURN,					TRACER_NONE,			"sk_plr_dmg_rpg_round",		"sk_npc_dmg_rpg_round",		"sk_max_rpg_round",		0, 0 );
			def.AddAmmoType("SMG1_Grenade",			DMG_BURN,					TRACER_NONE,			"sk_plr_dmg_smg1_grenade",	"sk_npc_dmg_smg1_grenade",	"sk_max_smg1_grenade",	0, 0 );
			def.AddAmmoType("Grenade",			DMG_BURN,					TRACER_NONE,			"sk_plr_dmg_grenade",		"sk_npc_dmg_grenade",		"sk_max_grenade",		0, 0);
			def.AddAmmoType("Thumper",			DMG_SONIC,					TRACER_NONE,			10, 10, 2, 0, 0 );
			def.AddAmmoType("Gravity",			DMG_CLUB,					TRACER_NONE,			0,	0, 8, 0, 0 );
			def.AddAmmoType("Battery",			DMG_CLUB,					TRACER_NONE,			NULL, NULL, NULL, 0, 0 );
			def.AddAmmoType("GaussEnergy",			DMG_SHOCK,					TRACER_NONE,			"sk_jeep_gauss_damage",		"sk_jeep_gauss_damage", "sk_max_gauss_round", BULLET_IMPULSE(650, 8000), 0 ); // hit like a 10kg weight at 400 in/s
			def.AddAmmoType("CombineCannon",		DMG_BULLET,					TRACER_LINE,			"sk_npc_dmg_gunship_to_plr", 	"sk_npc_dmg_gunship", NULL, 1.5 * 750 * 12, 0 ); // hit like a 1.5kg weight at 750 ft/s
			def.AddAmmoType("AirboatGun",			DMG_AIRBOAT,					TRACER_LINE,			"sk_plr_dmg_airboat",		"sk_npc_dmg_airboat",		NULL,					BULLET_IMPULSE(10, 600), 0 );
			def.AddAmmoType("StriderMinigun",		DMG_BULLET,					TRACER_LINE,			5, 5, 15, 1.0 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 1.0kg weight at 750 ft/s
			def.AddAmmoType("HelicopterGun",		DMG_BULLET,					TRACER_LINE_AND_WHIZ,		"sk_npc_dmg_helicopter_to_plr", "sk_npc_dmg_helicopter",	"sk_max_smg1",	BULLET_IMPULSE(400, 1225), AMMO_FORCE_DROP_IF_CARRIED | AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER );
			def.AddAmmoType("AR2AltFire",			DMG_DISSOLVE,					TRACER_NONE,			0, 0, "sk_max_ar2_altfire", 0, 0 );
			//***
		}

		return &def;
	}




Let's Finish

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, get the skill.cfg file located in the Half-Lfe 2 folder.

Models Animations

You have to replace the HL2DM NPCS animations by the HL2 ones. Indeed HL2DM overrides the NPCs animations - used for the player models - so it breaks the AI. Thus, you have to use other models files for the players. You can hexedit the HL2DM player models & animations to make it tight. You will also have to put the HL2 original models in your \models folder. Finally, do not forget to modify the code related to the player models list in the hl2mp_player.cpp file.

Well, I don't want you to waste time hex-editing the model files, so I borrowed Garry's models, you can downoad the whole package here .


Hope it helps! Happy modding!


Template:Otherlang:en Template:Otherlang:en:fr

Introduction

Howdy!

This article is an updated version of the previous tutorial Activating AI In Coop Games. Though the previous article allowed you to enable AI in multiplayer games, humanoid NPCs like Combine Soldiers could not attack the player. It is annoying, isn't it? Well, I think this is time to get over it!

Before we go on, I would like to thank Garry Newman, BunkMug & FoxFire - for their contributions to the A.I problem - and some other people on the forums who helped me to figure out that crazy stuff. I hope the article will help!


The Relationship Table

Creating the Table

First of all, 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 hl2mp_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 hl2mp_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 )
{
	//Copy contents of the hl2_gamerules InitDefaultAIRelationships to here
}
#endif
//***


Let's finish by adding this in the CHL2MPRules::CHL2MPRules() function:

//***THOMAS*** INITS NPCs' RELATION SHIP TABLE FOR HL2DM
InitDefaultAIRelationships();
//***


Making Humanoid NPCs Shoot

Weapons Animations Code

First, find each weapon SP code ( located in the \dlls\hl2_dll\ folder ), then move all the animations declarations located in the SP-acttable_t function to the HL2MP-acttable_t structure. See example bellow:

acttable_t	CWeaponSMG1::m_acttable[] = 
		{
			//HL2DM ANIMATIONS LIST START
			{ ACT_HL2MP_IDLE,		ACT_HL2MP_IDLE_SMG1,		false },
			( ... )
			{ ACT_RANGE_ATTACK1,		ACT_RANGE_ATTACK_SMG1,		false },
			//HL2MP ANIMATIONS LIST END

			//HL2SP ANIMATIONS LIST START
			{ ACT_RANGE_ATTACK1,		ACT_RANGE_ATTACK_SMG1,		true },
			{ ACT_RELOAD,			ACT_RELOAD_SMG1,		true },
			{ ACT_IDLE,			ACT_IDLE_SMG1,			true },
			(...)
			{ ACT_GESTURE_RELOAD,		ACT_GESTURE_RELOAD_SMG1,	true },
			//HL2SP ANIMATIONS LIST END

		}


Other Weapons Modifications

Now you have to edit each weapon code by adding a few lines of code in their class definition. In each weapon class, add those declarations ( server side only ):

#ifndef CLIENT_DLL
	//ALLOW NPCS TO USE THE WEAPON TO SHOOT THEIR ENNEMIES
	int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
	//HANDLES AI'S ACTIVITIES
	void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
#endif

NOTICE: You will find the Operator_HandleAnimEvent() function body in the SP-code of the weapon. Thus, do not forget to copy/paste it to avoid compiling errors!


Garry Newman's suggestion

Garry Newman suggested on forums to modify the SetActivity() function code. Thus, in the basecombatweapon_shared.cpp file, find the SetActivity() function, and then, after Adrian's comment:

//Adrian: Oh man...

replace

#if !defined( CLIENT_DLL ) && defined( HL2MP )
	SetModel( GetWorldModel() );
#endif

to


	if ( GetOwner()->IsPlayer() )
		SetModel( GetWorldModel() );


Proceed similarily after the other comment, so you replace:

	//Adrian: Oh man again...
#if !defined( CLIENT_DLL ) && defined( HL2MP )
	SetModel( GetViewModel() );
#endif

to

	//Adrian: Oh man again...
	if ( GetOwner()->IsPlayer() )
		SetModel( GetViewModel() );

Well, I don't now if that code fixes anything, I have not tried yet. I hope you will give me feedback about that piece of code.


Ammotypes

Well, if the NPCS kill you instantly - it happened to me - here's the tip to fix it. In the hl2mp_gamerules.cpp file, replace the whole CAmmoDef *GetAmmoDef() function to this:

CAmmoDef *GetAmmoDef()
	{
		static CAmmoDef def;
		static bool bInitted = false;
	
		if ( !bInitted )
		{
			bInitted = true;

			//THOMAS: HL2SP DEFINITIONS
			def.AddAmmoType("AR2",				DMG_BULLET,					TRACER_LINE_AND_WHIZ,		"sk_plr_dmg_ar2",		"sk_npc_dmg_ar2",			"sk_max_ar2",			BULLET_IMPULSE(200, 1225), 0 );
			def.AddAmmoType("AlyxGun",			DMG_BULLET,					TRACER_LINE,			"sk_plr_dmg_alyxgun",		"sk_npc_dmg_alyxgun",		"sk_max_alyxgun",			BULLET_IMPULSE(200, 1225), 0 );
			def.AddAmmoType("Pistol",			DMG_BULLET,					TRACER_LINE_AND_WHIZ,		"sk_plr_dmg_pistol",		"sk_npc_dmg_pistol",		"sk_max_pistol",			BULLET_IMPULSE(200, 1225), 0 );
			def.AddAmmoType("SMG1",				DMG_BULLET,					TRACER_LINE_AND_WHIZ,		"sk_plr_dmg_smg1",		"sk_npc_dmg_smg1",			"sk_max_smg1",			BULLET_IMPULSE(200, 1225), 0 );
			def.AddAmmoType("357",				DMG_BULLET,					TRACER_LINE_AND_WHIZ,	"	sk_plr_dmg_357",		"sk_npc_dmg_357",			"sk_max_357",			BULLET_IMPULSE(800, 5000), 0 );
			def.AddAmmoType("XBowBolt",			DMG_BULLET,					TRACER_LINE,			"sk_plr_dmg_crossbow",		"sk_npc_dmg_crossbow",		"sk_max_crossbow",			BULLET_IMPULSE(800, 8000), 0 );

			def.AddAmmoType("Buckshot",			DMG_BULLET | DMG_BUCKSHOT,			TRACER_LINE,			"sk_plr_dmg_buckshot",		"sk_npc_dmg_buckshot",		"sk_max_buckshot",			BULLET_IMPULSE(400, 1200), 0 );
			def.AddAmmoType("RPG_Round",			DMG_BURN,					TRACER_NONE,			"sk_plr_dmg_rpg_round",		"sk_npc_dmg_rpg_round",		"sk_max_rpg_round",		0, 0 );
			def.AddAmmoType("SMG1_Grenade",			DMG_BURN,					TRACER_NONE,			"sk_plr_dmg_smg1_grenade",	"sk_npc_dmg_smg1_grenade",	"sk_max_smg1_grenade",	0, 0 );
			def.AddAmmoType("Grenade",			DMG_BURN,					TRACER_NONE,			"sk_plr_dmg_grenade",		"sk_npc_dmg_grenade",		"sk_max_grenade",		0, 0);
			def.AddAmmoType("Thumper",			DMG_SONIC,					TRACER_NONE,			10, 10, 2, 0, 0 );
			def.AddAmmoType("Gravity",			DMG_CLUB,					TRACER_NONE,			0,	0, 8, 0, 0 );
			def.AddAmmoType("Battery",			DMG_CLUB,					TRACER_NONE,			NULL, NULL, NULL, 0, 0 );
			def.AddAmmoType("GaussEnergy",			DMG_SHOCK,					TRACER_NONE,			"sk_jeep_gauss_damage",		"sk_jeep_gauss_damage", "sk_max_gauss_round", BULLET_IMPULSE(650, 8000), 0 ); // hit like a 10kg weight at 400 in/s
			def.AddAmmoType("CombineCannon",		DMG_BULLET,					TRACER_LINE,			"sk_npc_dmg_gunship_to_plr", 	"sk_npc_dmg_gunship", NULL, 1.5 * 750 * 12, 0 ); // hit like a 1.5kg weight at 750 ft/s
			def.AddAmmoType("AirboatGun",			DMG_AIRBOAT,					TRACER_LINE,			"sk_plr_dmg_airboat",		"sk_npc_dmg_airboat",		NULL,					BULLET_IMPULSE(10, 600), 0 );
			def.AddAmmoType("StriderMinigun",		DMG_BULLET,					TRACER_LINE,			5, 5, 15, 1.0 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 1.0kg weight at 750 ft/s
			def.AddAmmoType("HelicopterGun",		DMG_BULLET,					TRACER_LINE_AND_WHIZ,		"sk_npc_dmg_helicopter_to_plr", "sk_npc_dmg_helicopter",	"sk_max_smg1",	BULLET_IMPULSE(400, 1225), AMMO_FORCE_DROP_IF_CARRIED | AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER );
			def.AddAmmoType("AR2AltFire",			DMG_DISSOLVE,					TRACER_NONE,			0, 0, "sk_max_ar2_altfire", 0, 0 );
			//***
		}

		return &def;
	}




Let's Finish

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, get the skill.cfg file located in the Half-Lfe 2 folder.

Models Animations

You have to replace the HL2DM NPCS animations by the HL2 ones. Indeed HL2DM overrides the NPCs animations - used for the player models - so it breaks the AI. Thus, you have to use other models files for the players. You can hexedit the HL2DM player models & animations to make it tight. You will also have to put the HL2 original models in your \models folder. Finally, do not forget to modify the code related to the player models list in the hl2mp_player.cpp file.

Well, I don't want you to waste time hex-editing the model files, so I borrowed Garry's models, you can downoad the whole package here .


Hope it helps! Happy modding!


Template:Otherlang:en Template:Otherlang:fr:en