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I get this error when he runs into an NPC, he'll stop moving and can't hurt anything
Just wanted to mention a problem I've noticed... whenever Julien kills me he also dies and needs to be respawned. Initially he would play a Dalek death sound from the Dalek NPC packs, however I disabled these and he still dies on contact with the player but instead plays a 'squish' sound. It's also getting stuck on pillars, low doors etc and not resuming the chase, even if I'm stood right next to it. I'm assuming it's conflicting with other addons, but I can't determine which ones.
yes, the issues you're experiencing are most likely caused by other addons, you can try disabling everything and see if anything has changed
NextBot [183][rolling_giant] Error: lua/entities/rolling_giant.lua:292: bad argument #1 to 'TakeDamage' (number expected, got nil)
NextBot [141][rolling_giant] Error: lua/entities/rolling_giant.lua:297: bad argument #1 to 'EmitSound' (string expected, got nil)
if not v:IsPlayer() and v ~= self and IsValid(v) then
if self:GetDoor( v ) == "door" then
if v.Hitsleft == nil then
v.Hitsleft = 1
end
if v ~= NULL and v.Hitsleft > 0 then
if self:GetRangeTo(v) < 75 then
if v ~= NULL and v.Hitsleft ~= nil then
if v.Hitsleft > 0 then
v.Hitsleft = v.Hitsleft - 1
end
end
end
end
if v != NULL and v.Hitsleft < 1 then
v:Remove()
local door = ents.Create("prop_physics")
door:SetModel(v:GetModel())
door:SetPos(v:GetPos())
door:SetAngles(v:GetAngles())
door:Spawn()
door:EmitSound("Canals.d1_canals_01a_wood_panel_impact_hard1")
local phys = door:GetPhysicsObject()
if phys ~= nil and phys ~= NULL and phys:IsValid() then
phys:ApplyForceCenter(self:GetForward():GetNormalized() * 20000 + Vector(0, 0, 2))
end
door:SetSkin(v:GetSkin())
door:SetColor(v:GetColor())
door:SetMaterial(v:GetMaterial())
end
end
end
end
end
local ent = ents.FindInSphere( self:GetPos(), 50)
for k, v in pairs(ent) do
if v:IsNPC() or (v:IsPlayer() and v:Alive() and not self.IgnorePlayer) then
if not (v:IsValid() and v:Health() > 0) then
return
end
if self:GetRangeTo(v) < 65 and self:Visible(v) then
if v:IsPlayer() and self:Visible(v) then
v:TakeDamage(self.Damage, self)
-- v:EmitSound(self.Hit)
end
if v:IsNPC() then
-- self:EmitSound(self.Hit)
v:TakeDamage(self.Damage, self)
end
end
end
--[[
if self:GetEnemy() ~= nil then
if self:GetEnemy():GetPos():Distance(self:GetPos()) < 60 or self:AttackProp() then
else
if self:GetEnemy():GetPos():Distance(self:GetPos()) < 60 or self:AttackBreakable() then
end
end
end
]]-- i'm leaving this here commented but what the hell - danii
end
coroutine.yield()
end
return "ok"
end
function ENT:GetDoor(ent)
local doors = {}
doors[1] = "models/props_c17/door01_left.mdl"
doors[2] = "models/props_c17/door02_double.mdl"
doors[3] = "models/props_c17/door03_left.mdl"
doors[4] = "models/props_doors/door01_dynamic.mdl"
doors[5] = "models/props_doors/door03_slotted_left.mdl"
doors[6] = "models/props_interiors/elevatorshaft_door01a.mdl"
doors[7] = "models/props_interiors/elevatorshaft_door01b.mdl"
doors[8] = "models/props_silo/silo_door01_static.mdl"
doors[9] = "models/props_wasteland/prison_celldoor001b.mdl"
doors[10] = "models/props_wasteland/prison_celldoor001a.mdl"
doors[11] = "models/props_radiostation/radio_metaldoor01.mdl"
doors[12] = "models/props_radiostation/radio_metaldoor01a.mdl"
doors[13] = "models/props_radiostation/radio_metaldoor01b.mdl"
doors[14] = "models/props_radiostation/radio_metaldoor01c.mdl"
for k, v in pairs(doors) do
if ent:GetModel() == v and string.find(ent:GetClass(), "door") then
return "door"
end
end
end
function ENT:AttackProp()
local entstoattack = ents.FindInSphere(self:GetPos(), 55)
for _, v in pairs(entstoattack) do
if (v:GetClass() == "prop_physics") then
if not v:IsValid() then
return
end
local phys = v:GetPhysicsObject()
if phys ~= nil and phys ~= NULL and phys:IsValid() then
local force = GetConVar("giant_force"):GetInt()
phys:ApplyForceCenter(self:GetForward():GetNormalized() * force + Vector(0, 0, 2))
v:TakeDamage(0)
end
return true
end
end
return false
end
function ENT:AttackBreakable()
local entstoattack = ents.FindInSphere(self:GetPos(), 55)
for _, v in pairs(entstoattack) do
if (v:GetClass() == "func_breakable") then
if not v:IsValid() then
return
end
v:TakeDamage(self.Damage, self)
return true
end
end
return false
end
list.Set("NPC", "rolling_giant", {
Name = "rolling giant",
Class = "rolling_giant",
Category = "Nextbot",
AdminOnly = true
})