Author Topic: [Race] Tremble [HoN]  (Read 16574 times)

Revan

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Re: [Race] Tremble [HoN]
« Reply #25 on: November 15, 2011, 11:36:25 AM »
lol little typo.. fixed(check first post)
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Arturius

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Re: [Race] Tremble [HoN]
« Reply #26 on: November 15, 2011, 11:53:04 AM »
Thats not all ;D
Code: [Select]
L 11/15/2011 - 19:50:53: [SM] Native "TE_WriteVector" reported: Temp entity property "m_vOrigin" not found
L 11/15/2011 - 19:50:53: [SM] Displaying call stack trace for plugin "war3source\compiled\War3Source_Tremble.smx":
L 11/15/2011 - 19:50:53: [SM]   [0]  Line 472, War3Source_Tremble.sp::TE_SetupDynamicLight()
L 11/15/2011 - 19:50:53: [SM]   [1]  Line 412, War3Source_Tremble.sp::MountAoE()
L 11/15/2011 - 19:50:53: [SM]   [2]  Line 373, War3Source_Tremble.sp::CalcTremble()

alex0310

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Re: [Race] Tremble [HoN]
« Reply #27 on: November 15, 2011, 11:58:20 AM »
Maybe be need
Code: [Select]
#include <sdkhooks>replacement
Code: [Select]
#include "W3SIncs/sdkhooks" ;D
« Last Edit: November 15, 2011, 12:52:48 PM by alex0310 »

Revan

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Re: [Race] Tremble [HoN]
« Reply #28 on: November 15, 2011, 12:10:12 PM »
whut? something went horribly pownie :o
should be fixed right now!! :S excuse this^^'
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Vulpone

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Re: [Race] Tremble [HoN]
« Reply #29 on: November 15, 2011, 01:04:47 PM »
Sapere aude!

Glider⠠⠵

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Re: [Race] Tremble [HoN]
« Reply #30 on: November 15, 2011, 04:18:06 PM »
I still don't see why this does not get packaged and certain other stuff does. Not naming names, but this is - as far as I know - the first race that ACTUALLY spawns a working NPC, that does stuff.

subtle.

Vulpone

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Re: [Race] Tremble [HoN]
« Reply #31 on: November 16, 2011, 05:33:51 AM »
I still don't see why this does not get packaged and certain other stuff does. Not naming names, but this is - as far as I know - the first race that ACTUALLY spawns a working NPC, that does stuff.

subtle.

I learned that from you, Sir. Judgment is best served when it's obvious.

My point remains valid,though. Does it not?
Sapere aude!

Glider⠠⠵

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Re: [Race] Tremble [HoN]
« Reply #32 on: November 16, 2011, 10:55:32 AM »
no.

deal with it.

Ownz

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Re: [Race] Tremble [HoN]
« Reply #33 on: November 16, 2011, 11:06:09 AM »
what? cope with the circumstances.

deleted some shit
« Last Edit: November 17, 2011, 12:32:54 PM by Ownz »

Arturius

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Re: [Race] Tremble [HoN]
« Reply #34 on: November 22, 2011, 04:32:57 PM »
Error in server console:
Code: [Select]
L 11/15/2011 - 18:20:06: [SM] Native "TE_WriteVector" reported: Temp entity property "m_vec" not found
L 11/15/2011 - 18:20:06: [SM] Displaying call stack trace for plugin "war3source\compiled\War3Source_Tremble.smx":
L 11/15/2011 - 18:20:06: [SM]   [0]  Line 472, War3Source_Tremble.sp::TE_SetupDynamicLight()
L 11/15/2011 - 18:20:06: [SM]   [1]  Line 412, War3Source_Tremble.sp::MountAoE()
L 11/15/2011 - 18:20:06: [SM]   [2]  Line 373, War3Source_Tremble.sp::CalcTremble()
How to fix that?
The right answer is:
Code: [Select]
TE_WriteVector("m_vecOrigin",vecOrigin);

alex0310

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Re: [Race] Tremble [HoN]
« Reply #35 on: December 09, 2011, 12:36:36 PM »
Shudder sometimes get stuck in walls, boxes, etc. can you fix it?

Revan

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Re: [Race] Tremble [HoN]
« Reply #36 on: December 09, 2011, 12:55:52 PM »
Hm that will difficult but yes I'll try to improve it :)
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Fabolous1

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Re: [Race] Tremble [HoN]
« Reply #37 on: January 06, 2013, 09:45:49 AM »
Could you upload the models, so we can use on CS:GO please?

Revan

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Re: [Race] Tremble [HoN]
« Reply #38 on: January 06, 2013, 12:24:25 PM »
sure. download

EDIT: idk if they work out of the box for csgo, but I don't think so. You'll need a .mdl recompile
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Fabolous1

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Re: [Race] Tremble [HoN]
« Reply #39 on: January 07, 2013, 08:59:04 PM »
Yeah I got this to work on my sserver on cSGO, but it doesnt follow you around, instead it stands still until someone is in line of sight

EDIT: Also it doesn't die, and the sprite is colored with the half life bugged purple texture, how can I fix that also? :)
server console spams "shudder in solid list (not solid)"
 

thanks
« Last Edit: January 07, 2013, 09:07:33 PM by Fabolous1 »

Revan

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Re: [Race] Tremble [HoN]
« Reply #40 on: January 08, 2013, 12:39:27 AM »
seems like it needs some work in order to work in csgo, i'll see what I can do theese days

purle texture error: you're missing some of the source 2007 materials
« Last Edit: January 08, 2013, 12:42:01 AM by Revan »
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Fabolous1

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Re: [Race] Tremble [HoN]
« Reply #41 on: January 08, 2013, 12:47:54 AM »
thanks man appreciate it, seems like you do a lot on these boards =)

Remy Lebeau

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Re: [Race] Tremble [HoN]
« Reply #42 on: January 08, 2013, 01:39:22 AM »
I thought that the antlion was MEANT to stand still until someone comes into line of sight?

Fabolous1

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Re: [Race] Tremble [HoN]
« Reply #43 on: January 08, 2013, 02:26:14 AM »
Is there a way to make it follow bot pathing or the .nav pathing?

Revan

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Re: [Race] Tremble [HoN]
« Reply #44 on: January 08, 2013, 05:59:44 AM »
no it act's like a (stupid) 'mobile' ward, anyway, it needs some work for csgo(not dying etc.)
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Knuckle$

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Re: [Race] Tremble [HoN]
« Reply #45 on: March 08, 2013, 04:27:00 PM »
2 issues in TF2.  1 is easily fixable.  Add:

#include "W3SIncs/sdkhooks"

so it compiles properly.

The other problem is if you spawn the bug too close to anything it crashes the server.  Probably not a good race to make available to just anyone who joins.