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Module: Orpheu (v2.6.3)


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yokomo
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Join Date: May 2010
Location: Malaysia
Old 01-03-2013 , 13:35   Re: Module: Orpheu2
Reply With Quote #941

Quote:
Originally Posted by Arkshine View Post
This file includes a specially compiled MonsterMod for windows and linux and it's recommend to use if you want to use orpheu with MonsterMod.
Here a basic example of spawning a CMController, making it always being powering up, and having smoke.
Just to show us another example.

Use the command "spawnController" in game.

PHP Code:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <xs>
#include <orpheu>

enum _:Monster
{
    
Grunt,
    
Apache,
    
Barney,
    
BigMomma,
    
Bullsquid,
    
Controller,
    
HAssassin,
    
HeadCrab,
    
HGrunt,
    
Houndeye,
    
ISlave,
    
Scientist,
    
SqueakGrenade,
    
Zombie
};

new 
OrpheuFunction:spawn_monster;
new 
OrpheuFunction:Smoke3_C;

public 
plugin_precache()
{
    new 
OrpheuFunction:HandleAnimEvent OrpheuGetFunction"HandleAnimEvent""CMController" );
    
OrpheuRegisterHookHandleAnimEvent"OnHandleAnimEvent" );
        
    
spawn_monster OrpheuGetFunction"spawn_monster" );
    
Smoke3_C OrpheuGetFunction"Smoke3_C""CGrenade" );
    
    
register_clcmd"spawnController""spawnController" );
}

public 
plugin_init ()
{
    
register_plugin"Orpheu Example""1.0.0""Orpheu" );
}

public 
OnHandleAnimEvent ( const player, const event )
{
    
server_print"Controller %d - Anim Event %d"playerOrpheuGetParamStructMember2"event" ) );
    
    
OrpheuSetParamStructMember2"event");
    
    new 
Float:origin];
    
pevplayerpev_originorigin );
    
    new 
grenade create_entity"grenade" );
    
entity_set_origingrenadeorigin );
    
    
OrpheuCallSuperSmoke3_Cgrenade );
}

public 
spawnController( const player )
{
    new 
Float:origin[3];
    
GetAimOriginDistanceplayerorigin200.0 );
    
    
OrpheuCallspawn_monsterControllerorigin0.0);  
}

GetAimOriginDistanceindexFloat:origin[3], Float:dist 
{
    new 
Float:start];
    new 
Float:view_ofs];
    
    
pevindexpev_originstart );
    
pevindexpev_view_ofsview_ofs );
    
xs_vec_addstartview_ofsstart );

    new 
Float:dest];
    
pev(indexpev_v_angledest );
    
    
engfuncEngFunc_MakeVectorsdest );
    
global_getglb_v_forwarddest );
    
    
xs_vec_mul_scalardestdistdest );
    
xs_vec_addstartdestdest );

    
engfuncEngFunc_TraceLinestartdest0index);
    
get_tr20TR_vecEndPosorigin );

Monstermod library failed to load, why?
Code:
Orpheu functions search started.

        Parsing functions started.
                Parsing file "spawn_monster" started
                                Library "monstermod" is not registered
                                FAILED
                Parsing file "spawn_monster" ended
                Parsing file "SV_EmitPings" started
                                Argument type "pointer" validated
                                Argument type "pointer" validated
                                Searching for signature "[0x55][0x8b][*][0x51][0
x53](...)" ... FOUND
                Parsing file "SV_EmitPings" ended
                Parsing file "SV_GetIDString" started
                                Argument type "pointer" validated
                                Return type "char *" validated
                                Searching for signature "[0x55][0x8b][*][0x83][*
](...)" ... FOUND
                Parsing file "SV_GetIDString" ended
        Parsing functions ended.

Orpheu functions search ended.

Orpheu virtual functions search started.

        Parsing virtual functions started.
        Parsing virtual functions ended.

Orpheu virtual functions search ended.

Orpheu memory structures search started.

        Parsing memory structures started.
        Parsing memory structures ended.

Orpheu memory structures search ended.
I use monstermod plugin from this post too.

***Edit***
Nevermind, sorry i just know that i can spawn default monsters in HL, so no need to use this plugin anymore.
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Last edited by yokomo; 01-03-2013 at 15:33. Reason: Use build-in monster in hl.dll
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meTaLiCroSS
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Join Date: Feb 2009
Location: Viņa del Mar, Chile
Old 01-17-2013 , 22:42   Re: Module: Orpheu2.3a
Reply With Quote #942

CBasePlayer::ShouldDoLargeFlinch exists on windows? Because I can't find it, or maybe isn't too easy to find
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Quote:
Originally Posted by joropito View Post
You're right Metalicross
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ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 01-18-2013 , 00:47   Re: Module: Orpheu2.3a
Reply With Quote #943

Quote:
Originally Posted by meTaLiCroSS View Post
CBasePlayer::ShouldDoLargeFlinch exists on windows? Because I can't find it, or maybe isn't too easy to find
In windows it is inlined into CBasePlayer::TakeDamage
Linux :
Spoiler

Windows :
Spoiler



You may be able to find the function though, but it is not used anywhere by the game and not named, so good luck.
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4554
Senior Member
Join Date: Aug 2009
Old 01-18-2013 , 06:31   Re: Module: Orpheu2.3a
Reply With Quote #944

Arkshine's monster script doesn't work, why?
Code:
L 01/17/2013 - 12:52:33: [ORPHEU] Function "CMController::HandleAnimEvent" not found
L 01/17/2013 - 12:52:33: [AMXX] Run time error 10 (plugin "sc.amxx") (native "OrpheuGetFunction") - debug not enabled!
L 01/17/2013 - 12:52:33: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
L 01/17/2013 - 12:52:41: [ORPHEU] Invalid function [0]
PS: I'm using the latest MONSTERMOD V3 and all files was installed in consort path.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 01-18-2013 , 07:11   Re: Module: Orpheu2.3a
Reply With Quote #945

Copy-paste the whole output from console when Orpheu parses config files at map start.
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4554
Senior Member
Join Date: Aug 2009
Old 01-18-2013 , 07:50   Re: Module: Orpheu2.3a
Reply With Quote #946

Code:

Orpheu functions search started.

	Parsing functions started.
		Parsing file "Con_Printf" started
				Function is updated
		Parsing file "Con_Printf" ended
		Parsing file "HandleAnimEvent" started
				Library "monstermod" is not registered
				FAILED
		Parsing file "HandleAnimEvent" ended
		Parsing file "Q_atoi" started
				Function is updated
		Parsing file "Q_atoi" ended
		Parsing file "spawn_monster" started
				Library "monstermod" is not registered
				FAILED
		Parsing file "spawn_monster" ended
		Parsing file "SV_ConnectClient" started
				Function is updated
		Parsing file "SV_ConnectClient" ended
		Parsing file "SV_SetMaxclients" started
				Function is updated
		Parsing file "SV_SetMaxclients" ended
		Parsing folder "CGrenade" started
			Parsing file "Smoke3_C" started
				Function is updated
			Parsing file "Smoke3_C" ended
		Parsing folder "CGrenade" ended
		Parsing folder "CMController" started
			Parsing file "HandleAnimEvent" started
				Library "monstermod" is not registered
				FAILED
			Parsing file "HandleAnimEvent" ended
		Parsing folder "CMController" ended
	Parsing functions ended.

Orpheu functions search ended.

Orpheu virtual functions search started.

	Parsing virtual functions started.
	Parsing virtual functions ended.

Orpheu virtual functions search ended.

Orpheu memory structures search started.

	Parsing memory structures started.
	Parsing memory structures ended.

Orpheu memory structures search ended.
L 01/18/2013 - 20:49:24: [ORPHEU] Function "CMController::HandleAnimEvent" not found
L 01/18/2013 - 20:49:24: [AMXX] Run time error 10 (plugin "monsterModExample.amxx") (native "OrpheuGetFunction") - debug not enabled!
L 01/18/2013 - 20:49:24: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 01-18-2013 , 08:04   Re: Module: Orpheu2.3a
Reply With Quote #947

Library "monstermod" is not registered

Do you have a monstermod file in orpheu/libraries/ ?

If so, it would mean then the problem is just at first start of server ; because Orpheu to know the address of the library, uses a cvar from monstermod module as reference, but at first start the cvar is not yet created ; which explains why it says "monstermod" is not registered. At this point, just restarting one time should fix the problem.
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4554
Senior Member
Join Date: Aug 2009
Old 01-18-2013 , 09:42   Re: Module: Orpheu2.3a
Reply With Quote #948

Quote:
Originally Posted by Arkshine View Post
Library "monstermod" is not registered

Do you have a monstermod file in orpheu/libraries/ ?

If so, it would mean then the problem is just at first start of server ; because Orpheu to know the address of the library, uses a cvar from monstermod module as reference, but at first start the cvar is not yet created ; which explains why it says "monstermod" is not registered. At this point, just restarting one time should fix the problem.
Restart the server?
It doesnt help

Edit:
Was script outdated?

Last edited by 4554; 01-18-2013 at 10:58.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 01-18-2013 , 12:54   Re: Module: Orpheu2.3a
Reply With Quote #949

All I can think is :

- You don't have "monstermod" file in /orpheu/libraries/ ; if not, retrieve it from package, it should be there.
- You don't have monster module loaded ; you can check with "meta list" ; and you will need to add it in the "plugins.ini" of metamod.
- You have the "monsermod" file and you use another version of Metamod loaded, which doesn't have the cvar "monster_spawn". if so, open the orpheu "monstermod" file and change the cvar name by another existing in your monstermod module.
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Last edited by Arkshine; 01-18-2013 at 12:55.
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yokomo
Surprise Ascot!
Join Date: May 2010
Location: Malaysia
Old 01-19-2013 , 00:02   Re: Module: Orpheu2.3a
Reply With Quote #950

Hi, can someone give me SV_SetMaxclients signature from the current build of hlds (windows and linux). It seems this signature crash the current windows hlds build:
Code:
{
	"name" : "SV_SetMaxclients",
	"library" : "engine",	
	"return" :
	{
		"type" : "int"
	},
	"identifiers" :
	[
		{
			"os" : "windows",
			"value" : [0x55,0x8b,0xec,0x83,0xec,0x8,0x8b,0xd,0x8c,0x70,"*", 0x5,0xa1,0x84,0x70,"*" ,0x5,0x53,0x56,0x33,0xdb,0x33,0xf6,0x3b,0xcb,0x57,0x7e,0x1f,0x8d,0xb8,0x98,0x35,0x0,0x0,0x57,0xe8,0x8,0x5b,0xff,0xff]
		},
		{
			"os" : "windows",
			"value" : 0xA0F00
		}
	]
}
__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019
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