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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. |
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| |
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| Du coup je vais vous expliquer comment créer cette table afin que vos NPC cessent de vous regarder comme des beignets ;o)
| |
|
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|
| | | =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. |
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| //*** | | //*** |
| </pre> | | </pre> |
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| ==Utilisation de la Table== | | ==Utilisation de la Table== |
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| 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> |
| //------------------------------------------------------------------------------ | | //------------------------------------------------------------------------------ |
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| void CHL2MPRules::InitDefaultAIRelationships( void ) | | void CHL2MPRules::InitDefaultAIRelationships( void ) |
| { | | { |
| int i, j;
| | //Copiez le contenu of de hl2_gamerules InitDefaultAIRelationships ici |
| | |
| // Allocate memory for default relationships
| |
| CBaseCombatCharacter::AllocateDefaultRelationships();
| |
| | |
| // --------------------------------------------------------------
| |
| // First initialize table so we can report missing relationships
| |
| // --------------------------------------------------------------
| |
| for (i=0;i<NUM_AI_CLASSES;i++)
| |
| {
| |
| for (j=0;j<NUM_AI_CLASSES;j++)
| |
| {
| |
| // By default all relationships are neutral of priority zero
| |
| CBaseCombatCharacter::SetDefaultRelationship( (Class_T)i, (Class_T)j, D_NU, 0 );
| |
| }
| |
| }
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_ANTLION
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BARNACLE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CITIZEN_PASSIVE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CITIZEN_REBEL, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CONSCRIPT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HEADCRAB, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MANHACK, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_METROPOLICE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MILITARY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_SCANNER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_STALKER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_VORTIGAUNT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_ZOMBIE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PROTOSNIPER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_ANTLION, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER_ALLY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_BARNACLE
| |
| //
| |
| // In this case, the relationship D_HT indicates which characters
| |
| // the barnacle will try to eat.
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BARNACLE, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CITIZEN_PASSIVE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CITIZEN_REBEL, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CONSCRIPT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HEADCRAB, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MANHACK, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_METROPOLICE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MILITARY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_SCANNER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_STALKER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_VORTIGAUNT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_ZOMBIE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_EARTH_FAUNA, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER_ALLY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_BULLSEYE
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_ANTLION, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BARNACLE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CITIZEN_REBEL, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CONSCRIPT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HEADCRAB, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MANHACK, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_METROPOLICE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MILITARY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_SCANNER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_STALKER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_VORTIGAUNT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_ZOMBIE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER_ALLY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_CITIZEN_PASSIVE
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BARNACLE, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CITIZEN_REBEL, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CONSCRIPT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HEADCRAB, D_FR, 0);
| |
| //CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HOUNDEYE, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MANHACK, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_METROPOLICE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MILITARY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MISSILE, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_SCANNER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_STALKER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_VORTIGAUNT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_ZOMBIE, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER_ALLY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_CITIZEN_REBEL
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BARNACLE, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CITIZEN_REBEL, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CONSCRIPT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HEADCRAB, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MANHACK, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_METROPOLICE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MILITARY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MISSILE, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_SCANNER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_STALKER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_VORTIGAUNT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_ZOMBIE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER_ALLY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_COMBINE
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BARNACLE, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CITIZEN_REBEL, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE_GUNSHIP, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CONSCRIPT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HEADCRAB, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MANHACK, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_METROPOLICE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MILITARY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_SCANNER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_STALKER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_VORTIGAUNT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_ZOMBIE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER_ALLY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_COMBINE_GUNSHIP
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BARNACLE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CITIZEN_REBEL, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE_GUNSHIP, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CONSCRIPT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HEADCRAB, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MANHACK, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_METROPOLICE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MILITARY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MISSILE, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_SCANNER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_STALKER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_VORTIGAUNT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_ZOMBIE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER_ALLY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_CONSCRIPT
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BARNACLE, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CITIZEN_REBEL, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CONSCRIPT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HEADCRAB, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MANHACK, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_METROPOLICE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MILITARY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_SCANNER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_STALKER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_VORTIGAUNT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_ZOMBIE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER_ALLY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
| |
|
| |
| // ------------------------------------------------------------
| |
| // > CLASS_FLARE
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_ANTLION, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BARNACLE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CITIZEN_REBEL, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CONSCRIPT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HEADCRAB, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MANHACK, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_METROPOLICE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MILITARY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_SCANNER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_STALKER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_VORTIGAUNT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_ZOMBIE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER_ALLY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_HEADCRAB
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BARNACLE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CITIZEN_PASSIVE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CITIZEN_REBEL, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CONSCRIPT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HEADCRAB, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MANHACK, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_METROPOLICE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MILITARY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_SCANNER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_STALKER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_VORTIGAUNT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_ZOMBIE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER_ALLY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_MANHACK
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BARNACLE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CITIZEN_PASSIVE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CITIZEN_REBEL, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CONSCRIPT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HEADCRAB, D_HT,-1);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MANHACK, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_METROPOLICE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MILITARY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_SCANNER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_STALKER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_VORTIGAUNT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_ZOMBIE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER_ALLY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_METROPOLICE
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BARNACLE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CITIZEN_REBEL, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CONSCRIPT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HEADCRAB, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MANHACK, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_METROPOLICE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MILITARY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_SCANNER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_STALKER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_VORTIGAUNT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_ZOMBIE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER_ALLY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_MILITARY
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BARNACLE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CITIZEN_REBEL, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CONSCRIPT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HEADCRAB, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MANHACK, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_METROPOLICE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MILITARY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_SCANNER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_STALKER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_VORTIGAUNT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_ZOMBIE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER_ALLY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_MISSILE
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BARNACLE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CITIZEN_REBEL, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CONSCRIPT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HEADCRAB, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MANHACK, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_METROPOLICE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MILITARY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_SCANNER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_STALKER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_VORTIGAUNT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_ZOMBIE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER_ALLY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_NONE
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_ANTLION, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BARNACLE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CITIZEN_REBEL, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CONSCRIPT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HEADCRAB, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_MANHACK, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_METROPOLICE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_MILITARY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_SCANNER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_STALKER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_VORTIGAUNT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_ZOMBIE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER_ALLY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_PLAYER
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BARNACLE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BULLSEYE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CITIZEN_PASSIVE, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CITIZEN_REBEL, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CONSCRIPT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HEADCRAB, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MANHACK, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_METROPOLICE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MILITARY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_SCANNER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_STALKER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_VORTIGAUNT, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_ZOMBIE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PROTOSNIPER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER_ALLY, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_PLAYER_ALLY
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BARNACLE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CITIZEN_REBEL, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CONSCRIPT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HEADCRAB, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MANHACK, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_METROPOLICE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MILITARY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_SCANNER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_STALKER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_VORTIGAUNT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_ZOMBIE, D_FR, 1);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PROTOSNIPER, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_PLAYER_ALLY_VITAL
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BARNACLE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CITIZEN_REBEL, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CONSCRIPT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HEADCRAB, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MANHACK, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_METROPOLICE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MILITARY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_SCANNER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_STALKER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_VORTIGAUNT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_ZOMBIE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PROTOSNIPER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER_ALLY, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_SCANNER
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BARNACLE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CITIZEN_REBEL, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE_GUNSHIP, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CONSCRIPT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HEADCRAB, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MANHACK, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_METROPOLICE, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MILITARY, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_SCANNER, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_STALKER, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_VORTIGAUNT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_ZOMBIE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PROTOSNIPER, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER_ALLY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_STALKER
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BARNACLE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CITIZEN_REBEL, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CONSCRIPT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HEADCRAB, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MANHACK, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_METROPOLICE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MILITARY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_SCANNER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_STALKER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_VORTIGAUNT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_ZOMBIE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER_ALLY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_VORTIGAUNT
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER, D_LI, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BARNACLE, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CITIZEN_PASSIVE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CITIZEN_REBEL, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CONSCRIPT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HEADCRAB, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MANHACK, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_METROPOLICE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MILITARY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_SCANNER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_STALKER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_VORTIGAUNT, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_ZOMBIE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER_ALLY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_ZOMBIE
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BARNACLE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CITIZEN_PASSIVE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CITIZEN_REBEL, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CONSCRIPT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HEADCRAB, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MANHACK, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_METROPOLICE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MILITARY, D_FR, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MISSILE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_SCANNER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_STALKER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_VORTIGAUNT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_ZOMBIE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER_ALLY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_PROTOSNIPER
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_NONE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BARNACLE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CITIZEN_PASSIVE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CITIZEN_REBEL, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE_GUNSHIP, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CONSCRIPT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_FLARE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HEADCRAB, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MANHACK, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_METROPOLICE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MILITARY, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MISSILE, D_NU, 5);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_SCANNER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_STALKER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_VORTIGAUNT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_ZOMBIE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PROTOSNIPER, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER_ALLY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
| |
| | |
| // ------------------------------------------------------------
| |
| // > CLASS_EARTH_FAUNA
| |
| //
| |
| // Hates pretty much everything equally except other earth fauna.
| |
| // This will make the critter choose the nearest thing as its enemy.
| |
| // ------------------------------------------------------------
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_NONE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_ANTLION, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BARNACLE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BULLSEYE, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CITIZEN_PASSIVE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CITIZEN_REBEL, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE_GUNSHIP, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CONSCRIPT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_FLARE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HEADCRAB, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MANHACK, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_METROPOLICE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MILITARY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MISSILE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_SCANNER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_STALKER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_VORTIGAUNT, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_ZOMBIE, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PROTOSNIPER, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_EARTH_FAUNA, D_NU, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER_ALLY, D_HT, 0);
| |
| CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
| |
| } | | } |
| #endif | | #endif |
| //*** | | //*** |
| </pre> | | </pre> |
| | |
| | |
|
| |
|
|
| |
|
Line 789: |
Line 94: |
| </pre> | | </pre> |
|
| |
|
| =Importation des Skills=
| |
| 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.
| |
|
| |
|
| <pre>
| | =Faire fonctionner les NPCs humanoides= |
| // ===========
| | ===Animations des Armes== |
| // NPCs
| |
| // ============
| |
| // Barnacle
| |
| sk_barnacle_health "35"
| |
|
| |
|
| // Barney
| | Pour chaque arme, prendre le code SP de l'arme, et copier la liste des animations contenues dans la structure ''acttable_t''. |
| sk_barney_health "35"
| | Procédez comme ci-dessous: |
|
| |
|
| // Bullseye | | <pre> |
| sk_bullseye_health "35"
| | acttable_t CWeaponSMG1::m_acttable[] = |
| | { |
| | //DEPART ANIMATIONS HL2DM |
| | { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG1, false }, |
| | ( ... ) |
| | { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, false }, |
| | //FIN ANIMATIONS HL2DM |
|
| |
|
| //Bullsquid | | //DEPART ANIMATIONS HL2 |
| sk_bullsquid_health "40"
| | { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, true }, |
| sk_bullsquid_dmg_bite "15"
| | { ACT_RELOAD, ACT_RELOAD_SMG1, true }, |
| sk_bullsquid_dmg_whip "25"
| | { ACT_IDLE, ACT_IDLE_SMG1, true }, |
| sk_bullsquid_dmg_spit "10"
| | (...) |
| | { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true }, |
| | //FIN ANIMATIONS HL2 |
|
| |
|
| // Citizen | | } |
| sk_citizen_health "40"
| | </pre> |
|
| |
|
| // 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
| | ==Autres modifications sur les armes== |
| sk_strider_health "350"
| | Il faut à présent insérer le code qui permet à l'IA de controller son arme, en l'occurrence de tirer avec, de la recharger etc. Pour ce faire, il faut déclarer ces deux fonctions, côté serveur seulement: |
| sk_strider_num_missiles1 "5"
| |
| sk_strider_num_missiles2 "7"
| |
| sk_strider_num_missiles3 "7"
| |
|
| |
|
| // Headcrab | | <pre> |
| sk_headcrab_health "10"
| | #ifndef CLIENT_DLL |
| sk_headcrab_melee_dmg "5"
| | //PERMET AUX NPC D'UTILISER CETTE ARME |
| | int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } |
| | //GESTION DES ACTIONS DE L'IA |
| | void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); |
| | #endif |
| | </pre> |
|
| |
|
| // Fast Headcrab
| | '''NOTE:''' Vous trouverez le corps de la fonction ''Operator_HandleAnimEvent()'' dans votre copie du SDK. N'oubliez donc pas de l'insérer sinon vous risquez de génererer des erreurs à la compilation! |
| sk_headcrab_fast_health "10"
| |
|
| |
|
| // Poison Headcrab
| |
| sk_headcrab_poison_health "35"
| |
|
| |
|
| // Houndeye
| | ==Suggestions de Garry Newman== |
| sk_houndeye_health "80"
| | Garry Newman suggérait sur des forums de modifier la fonction ''SetActivity()''. |
| sk_houndeye_dmg_blast "15"
| | Ainsi, dans le fichier '''basecombatweapon_shared.cpp''', recherchez la fonction ''SetActivity()'', et juste après e commentaire d'Adrien: |
|
| |
|
| // Manhack | | <pre> |
| sk_manhack_health "25"
| | //Adrian: Oh man... |
| sk_manhack_melee_dmg "20"
| | </pre> |
|
| |
|
| // 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
| | remplacez |
| sk_rollermine_shock "10"
| |
| sk_rollermine_stun_delay "3"
| |
| sk_rollermine_vehicle_intercept "1"
| |
|
| |
|
| // Scanner (City)
| | <pre> |
| sk_scanner_health "30"
| | #if !defined( CLIENT_DLL ) && defined( HL2MP ) |
| sk_scanner_dmg_dive "25"
| | SetModel( GetWorldModel() ); |
| | #endif |
| | </pre> |
|
| |
|
| // Stalker
| | par |
| sk_stalker_health "50"
| |
| sk_stalker_melee_dmg "5"
| |
|
| |
|
| // Vortigaunt
| |
| sk_vortigaunt_health "100"
| |
| sk_vortigaunt_dmg_claw "10"
| |
| sk_vortigaunt_dmg_rake "25"
| |
| sk_vortigaunt_dmg_zap "20"
| |
| sk_vortigaunt_armor_charge "30"
| |
|
| |
|
| // Zombie
| | <pre> |
| sk_zombie_health "50"
| | if ( GetOwner()->IsPlayer() ) |
| sk_zombie_dmg_one_slash "10"
| | SetModel( GetWorldModel() ); |
| sk_zombie_dmg_both_slash "25"
| | </pre> |
|
| |
|
| // Poison Zombie
| |
| sk_zombie_poison_health "175"
| |
| sk_zombie_poison_dmg_spit "20"
| |
|
| |
|
| //Antlion
| | Procédez de même après l'autre commentaire, vous remplacerez donc: |
| sk_antlion_health "30"
| |
| sk_antlion_swipe_damage "5"
| |
| sk_antlion_jump_damage "5"
| |
|
| |
|
| //Antlion Guard | | <pre> |
| sk_antlionguard_health "500"
| | //Adrian: Oh man again... |
| sk_antlionguard_dmg_charge "20"
| | #if !defined( CLIENT_DLL ) && defined( HL2MP ) |
| sk_antlionguard_dmg_shove "10"
| | SetModel( GetViewModel() ); |
| | #endif |
| | </pre> |
|
| |
|
| //Antlion Grub
| | par |
| //sk_antliongrub_health "5"
| |
|
| |
|
| //Ichthyosaur | | <pre> |
| sk_ichthyosaur_health "200"
| | //Adrian: Oh man again... |
| sk_ichthyosaur_melee_dmg "8"
| | if ( GetOwner()->IsPlayer() ) |
| | SetModel( GetViewModel() ); |
| | </pre> |
|
| |
|
| // Combine Gunship
| | Bon, je ne sais pas si ça change queque chose ou pas, mais Garry insistait sur ce code, alors je suggère qu'en en tienne compte. Si quequ'un à le courage de tester pour voir s'il y a une différence ou pas avec ce code, qu'il m'en fasse part, merci. |
| sk_gunship_burst_size "15"
| |
| sk_gunship_health_increments "5"
| |
| sk_npc_dmg_gunship "40"
| |
| sk_npc_dmg_gunship_to_plr "3"
| |
|
| |
|
| // Combine Helicopter
| |
| sk_npc_dmg_helicopter "6"
| |
| sk_npc_dmg_helicopter_to_plr "3"
| |
| sk_helicopter_grenadedamage "30"
| |
| sk_helicopter_grenaderadius "275"
| |
| sk_helicopter_grenadeforce "55000"
| |
|
| |
|
| // Combine Dropship
| |
| sk_npc_dmg_dropship "2"
| |
|
| |
|
| // Combine APC
| | ==Ammotypes== |
| sk_apc_health "750"
| | Après avoir activé mes NPCs humanoides, ces derniers me tuaient en une seule balle. Si vous avec le même problème, je vous suggère de trouver la fonction ''CAmmoDef *GetAmmoDef()'' dans le fichier '''hl2mp_gamerules.cpp''', et de la remplacer entièrement par ce qui suit. |
|
| |
|
| | <pre> |
| | CAmmoDef *GetAmmoDef() |
| | { |
| | static CAmmoDef def; |
| | static bool bInitted = false; |
| | |
| | if ( !bInitted ) |
| | { |
| | bInitted = true; |
|
| |
|
| // ================= | | //THOMAS: HL2SP DEFINITIONS |
| // WEAPONS
| | 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 ); |
|
| |
|
| sk_plr_dmg_ar2 "8"
| | 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_npc_dmg_ar2 "3"
| | def.AddAmmoType("RPG_Round", DMG_BURN, TRACER_NONE, "sk_plr_dmg_rpg_round", "sk_npc_dmg_rpg_round", "sk_max_rpg_round", 0, 0 ); |
| sk_max_ar2 "60"
| | def.AddAmmoType("SMG1_Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_smg1_grenade", "sk_npc_dmg_smg1_grenade", "sk_max_smg1_grenade", 0, 0 ); |
| sk_max_ar2_altfire "3"
| | 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 ); |
| | //*** |
| | } |
|
| |
|
| sk_plr_dmg_alyxgun "5"
| | return &def; |
| sk_npc_dmg_alyxgun "3"
| | } |
| sk_max_alyxgun "150"
| | </pre> |
| | |
| sk_plr_dmg_pistol "5"
| |
| sk_npc_dmg_pistol "3"
| |
| sk_max_pistol "150"
| |
| | |
| sk_plr_dmg_smg1 "4"
| |
| sk_npc_dmg_smg1 "3"
| |
| sk_max_smg1 "225"
| |
| | |
| sk_plr_dmg_buckshot "8"
| |
| sk_npc_dmg_buckshot "3"
| |
| sk_max_buckshot "30"
| |
| | |
| sk_max_pulsemg "200"
| |
| | |
| sk_plr_dmg_rpg_round "100"
| |
| sk_npc_dmg_rpg_round "50"
| |
| sk_max_rpg_round "3"
| |
| | |
| sk_plr_dmg_smg1_grenade "100"
| |
| sk_npc_dmg_smg1_grenade "50"
| |
| sk_max_smg1_grenade "3"
| |
| sk_smg1_grenade_radius "250"
| |
| | |
| //sk_plr_dmg_gauss "25" | |
| //sk_plr_max_dmg_gauss "30"
| |
| | |
| sk_plr_dmg_sniper_round "13"
| |
| sk_npc_dmg_sniper_round "100"
| |
| sk_max_sniper_round "60"
| |
|
| |
|
| sk_plr_dmg_357 "40"
| |
| sk_npc_dmg_357 "30"
| |
| sk_max_357 "12"
| |
|
| |
|
| sk_plr_dmg_crossbow "100"
| |
| sk_npc_dmg_crossbow "10"
| |
| sk_max_crossbow "10"
| |
|
| |
|
| sk_plr_dmg_airboat "3"
| |
| sk_npc_dmg_airboat "3"
| |
|
| |
|
| //sk_dmg_sniper_penetrate_plr "10"
| |
| //sk_dmg_sniper_penetrate_npc "100"
| |
|
| |
|
| sk_plr_dmg_grenade "150"
| |
| sk_npc_dmg_grenade "75"
| |
| sk_max_grenade "5"
| |
|
| |
|
| sk_plr_dmg_crowbar "13"
| | =Pour terminer= |
| sk_npc_dmg_crowbar "5"
| | ==Le fichier skill.cfg== |
| | 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 corriger l'erreur, il vous faut copier/coller le fichier skill.cfg du jeu Half-Life 2 dans le répertoire |
| | ''\cfg'' de votre mod. |
|
| |
|
| sk_plr_dmg_stunstick "10"
| |
| sk_npc_dmg_stunstick "40" // Kill a citizen in one hit
| |
|
| |
|
| //sk_plr_dmg_satchel "150"
| | ==Animations des Models== |
| //sk_npc_dmg_satchel "75"
| | Pour en finir avec ces NPCs, i vous faut remplacer les animations des NPCs par celles d'origine. |
| //sk_satchel_radius "150"
| | En clair, il faut remplacer les animations de HL2DM par celles de HL2, ce qui permettra à l'IA de fonctionner |
| | correctement car ee pourra utiliser ses propres animations, et non pas celles de H2DM qui sont différentes! |
|
| |
|
| // Mortar Synth projectile
| | Il faut évidement utiliser d'autres animations pour les joueurs afin de ne pas corrompre leurs propres animations ( celles utiisées par HL2DM ). |
| //sk_dmg_energy_grenade "2"
| |
| //sk_energy_grenade_radius "100"
| |
|
| |
|
| sk_dmg_homer_grenade "20"
| | Pour éviter de recompiler les models, il est préférable de les éditer avec un éditeur hexadécimal ( models de joueurs & noms des animations ). Pour vous faire gagner du temps, je vous suggère d'utiliser des models déjà hex-édités, par exemples ceux du Garry's mod. |
| sk_homer_grenade_radius "100"
| |
|
| |
|
| // Bullsquid spit | | Je vous ai préparé un petit package qui contient ce dont vous avez besoin pour faire fonctionner les ''Combine Soldiers'' et les ''Citoyens''. En fait j'ai emprunté les models de Garry. Vous pouvez avec le ien vers le tléchargement à[http://dolphineye.ifrance.com/aifix.html cette page]. |
| sk_dmg_spit_grenade "30"
| | |
| sk_spit_grenade_radius "120"
| | Au fait, n'oubliez pas de prendre en compte ce changement dans le code, au niveau de la liste des models de joueurs dans le fichier '''hl2mp_player.cpp'''. |
|
| |
|
| //sk_plr_dmg_tripmine "150"
| |
| //sk_npc_dmg_tripmine "125"
| |
| //sk_tripmine_radius "200"
| |
|
| |
| sk_plr_dmg_fraggrenade "125"
| |
| sk_npc_dmg_fraggrenade "75"
| |
| sk_fraggrenade_radius "250"
| |
|
| |
| // HEALTH/SUIT CHARGE DISTRIBUTION
| |
| sk_suitcharger "75"
| |
| sk_suitcharger_citadel "500"
| |
| sk_suitcharger_citadel_maxarmor "200"
| |
| sk_battery "15"
| |
| sk_healthcharger "50"
| |
| sk_healthkit "25"
| |
| sk_healthvial "10"
| |
|
| |
| // Combine balls
| |
| sk_combineball_seek_angle "15"
| |
| sk_combineball_guidefactor "1.0"
| |
|
| |
| // NPC damage adjusters
| |
| sk_npc_head "3"
| |
| sk_npc_chest "1"
| |
| sk_npc_stomach "1"
| |
| sk_npc_arm "1"
| |
| sk_npc_leg "1"
| |
|
| |
| // player damage adjusters
| |
| sk_player_head "3"
| |
| sk_player_chest "1"
| |
| sk_player_stomach "1"
| |
| sk_player_arm "1"
| |
| sk_player_leg "1"
| |
|
| |
| // Allies
| |
| sk_ally_regen_time "0.2"
| |
|
| |
| // Jeep
| |
| sk_max_gauss_round "30"
| |
| </pre>
| |
|
| |
|
| =Conclusion=
| |
| 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!
| |
|
| |
|
| | J'espère que ça vous aidera. @+ |
|
| |
|
|
| |
|
| —Dolphin's Eye ( dolphineye http://cridder.com/resume/small-at-symbol.JPG free.fr )
| |
|
| |
|
| {{otherlang:en}} {{otherlang:fr:en|Activating AI In Coop Games}} | | {{otherlang:en}} {{otherlang:fr:en|Activating and Fixing AI In Coop Games}} |