Hello,
My attempt was to implement coop via sourcemod. At the moment, i only evaluating and testing to determine the effort.
I have written a few plugins which solve minor problems, but now i am facing problems that i cannot get past.
My hope is that someone has worked out a solution to the individual problems or the dev’s have mercy to take a few hours .
The setup is simple: A clean srcds with metamod & sourcemod.
->Weapon & npcs
Some npcs don’t shoot with their weapons. It seems there is some code missing in the multiplayer part.
The npc recognize the enemy and “try” to shoot - but cannt. The npc model vibrates due to recoil, but no bullets & no damage.
The only weapon that seems to work is the shotgun in the hands of the soldiers. Maybe it’s a modified version of the hl2 code.
reproduce: ent_create in mp.
NPC/weapon bug that I have verified:
npc_human_assassin
npc_human_commander
npc_human_grenadier
npc_human_grunt
npc_human_medic
npc_human_security
little other behavior for npc_alien_grunt. npc_alien_grunt shoot the hivehand, but no damage.
->Melee attacks
Some npcs use melee attacks. Punch/slap/hits… whatever you call it.
In MP they don’t work.
If i host the game local via listenserver, i got the damage. If i host the game via srcds, i do not get hurt.
I think that has something todo with the ent/player/index / or determine the victims.
reproduce: ent_create in mp.
NPC/melee bug that I have verified:
npc_alien_grunt
npc_alien_grunt_melee
npc_alien_slave/npc_vortigaunt
npc_gargantua
npc_headcrab
npc_human_assassin
npc_human_commander
npc_human_grenadier
npc_human_grunt
npc_human_medic
npc_zombie_*
note: melee attack works between npc’s - but dont work against players.
note²: npc_bullsquid_melee’s melee attack works (one of both)
->The server crashes alot.
This following bugs happens a lot.
#1 - You can reproduce the bug by loading bm_c0a0b
and take the tram to npc_crow. I also recognize this bug later in the game with npc_human_grunt’s.
It seems there is some info_node code missing or wrong.
Program received signal SIGSEGV, Segmentation fault.
0xf2632913 in V_stricmp(char const*, char const*) ()
from /bms/bms/bin/server_srv.so
(gdb) bt
#0 0xf2632913 in V_stricmp(char const*, char const*) ()
from /bms/bms/bin/server_srv.so
#1 0xf2197dcf in CBaseEntity::NameMatchesComplex(char const*) ()
from /bms/bms/bin/server_srv.so
#2 0xf213a6ca in CAI_Pathfinder::IsLinkUsable(CAI_Link*, int) ()
from /bms/bms/bin/server_srv.so
#3 0xf213b7d5 in CAI_Pathfinder::FindBestPath(int, int) ()
from /bms/bms/bin/server_srv.so
#4 0xf213bb9d in CAI_Pathfinder::BuildNodeRoute(Vector const&, Vector const&, int, float) ()
from /bms/bms/bin/server_srv.so
#5 0xf21371af in CAI_Pathfinder::BuildRoute(Vector const&, Vector const&, CBaseEntity*, float, Navigation_t, bool) ()
from /bms/bms/bin/server_srv.so
#6 0xf211ed64 in CAI_Navigator: oFindPathToPos() ()
from /bms/bms/bin/server_srv.so
#7 0xf2125f41 in CAI_Navigator: oFindPath() ()
from /bms/bms/bin/server_srv.so
#8 0xf21261be in CAI_Navigator::FindPath(bool, bool) ()
from /bms/bms/bin/server_srv.so
#9 0xf2126487 in CAI_Navigator::FindPath(AI_NavGoal_t const&, unsigned int) ()
from /bms/bms/bin/server_srv.so
#10 0xf2128158 in CAI_Navigator::SetGoal(AI_NavGoal_t const&, unsigned int) ()
from /bms/bms/bin/server_srv.so
#11 0xf20db64b in CAI_BaseNPC::StartScriptMoveToTargetTask(int) ()
from /bms/bms/bin/server_srv.so
#12 0xf20de95c in CAI_BaseNPC::StartTask(Task_t const*) ()
from /bms/bms/bin/server_srv.so
#13 0xf20daa58 in CAI_BaseNPC::MaintainSchedule() ()
from /bms/bms/bin/server_srv.so
#14 0xf20bcc6d in CAI_BaseNPC::RunAI() ()
from /bms/bms/bin/server_srv.so
#15 0xf20c5cb1 in CAI_BaseNPC::NPCThink() ()
from /bms/bms/bin/server_srv.so
#16 0xf20cddf9 in CAI_BaseNPC::CallNPCThink() ()
from /bms/bms/bin/server_srv.so
#17 0xf25155f0 in CBaseEntity: hysicsDispatchThink(void (CBaseEntity::)()) ()
from /bms/bms/bin/server_srv.so
#18 0xf202e60b in CBaseEntity: hysicsRunSpecificThink(int, void (CBaseEntity::)()) ()
from /bms/bms/bin/server_srv.so
#19 0xf202e992 in CBaseEntity: hysicsRunThink(CBaseEntity::thinkmethods_t) [clone .part.143] ()
from /bms/bms/bin/server_srv.so
#20 0xf2517a9f in CBaseEntity::StepSimulationThink(float) ()
from /bms/bms/bin/server_srv.so
#21 0xf2517dc9 in CBaseEntity: hysicsStep() ()
from /bms/bms/bin/server_srv.so
#22 0xf202f93d in CBaseEntity: hysicsSimulate() ()
from /bms/bms/bin/server_srv.so
#23 0xf2518b2b in Physics_SimulateEntity(CBaseEntity*) ()
from /bms/bms/bin/server_srv.so
#24 0xf2518f11 in Physics_RunThinkFunctions(bool) ()
from /bms/bms/bin/server_srv.so
#25 0xf23f3074 in CServerGameDLL::GameFrame(bool) ()
from /bms/bms/bin/server_srv.so
#26 0xe9681eb4 in __SourceHook_FHCls_IServerGameDLLGameFramefalse::Func(bool) ()
from /bms/bms/addons/sourcemod/bin/sourcemod.2.bms.so
#27 0xf68033d9 in SV_Think(bool) ()
from /bms/bin/engine_srv.so
#28 0xf6804192 in SV_Frame(bool) ()
from /bms/bin/engine_srv.so
#29 0xf6789fda in _Host_RunFrame_Server(bool) ()
from /bms/bin/engine_srv.so
#30 0xf678b0f4 in _Host_RunFrame(float) ()
from /bms/bin/engine_srv.so
#31 0xf67958a7 in CHostState::State_Run(float) ()
from /bms/bin/engine_srv.so
#32 0xf6795c06 in CHostState::FrameUpdate(float) ()
from /bms/bin/engine_srv.so
#33 0xf6795c4d in HostState_Frame(float) ()
from /bms/bin/engine_srv.so
#34 0xf681942c in CEngine::Frame() ()
from /bms/bin/engine_srv.so
#35 0xf6816b86 in CDedicatedServerAPI::RunFrame() ()
from /bms/bin/engine_srv.so
#36 0xf759775a in RunServer() () from bin/dedicated_srv.so
#37 0xf6816c7d in CModAppSystemGroup::Main() ()
from /bms/bin/engine_srv.so
#38 0xf6862b48 in CAppSystemGroup::Run() ()
from /bms/bin/engine_srv.so
#39 0xf68178ad in CDedicatedServerAPI::ModInit(ModInfo_t&) ()
from /bms/bin/engine_srv.so
#40 0xf75973d3 in CDedicatedAppSystemGroup::Main() () from bin/dedicated_srv.so
#41 0xf75bce48 in CAppSystemGroup::Run() () from bin/dedicated_srv.so
#42 0xf75bce48 in CAppSystemGroup::Run() () from bin/dedicated_srv.so
#43 0xf756a864 in main () from bin/dedicated_srv.so
#44 0x080489fb in main ()
#2 - Scientists are so heavy scared… that the server crash.
This seems to happen if the npc_human_sci* recognize some npc that wants to kill them.
against npc_human’s and npc_xen`s.
reproduce: ent_create some scientists… spawn gargantua
#0 0xf21f6edd in CAI_FearBehavior::FindFearWithdrawalDest() ()
from /bms/bms/bin/server_srv.so
#1 0xf21f7300 in CAI_FearBehavior::RunTask(Task_t const*) ()
from /bms/bms/bin/server_srv.so
#2 0xf20abc0e in CAI_BaseHumanoid::RunTask(Task_t const*) ()
from /bms/bms/bin/server_srv.so
#3 0xf242f8dc in CNPC_PlayerCompanion::RunTask(Task_t const*) ()
from /bms/bms/bin/server_srv.so
#4 0xf20dad23 in CAI_BaseNPC::MaintainSchedule() ()
from /bms/bms/bin/server_srv.so
#5 0xf20bcc6d in CAI_BaseNPC::RunAI() ()
from /bms/bms/bin/server_srv.so
#6 0xf20c5cb1 in CAI_BaseNPC::NPCThink() ()
from /bms/bms/bin/server_srv.so
#7 0xf20cddf9 in CAI_BaseNPC::CallNPCThink() ()
from /bms/bms/bin/server_srv.so
#8 0xf25155f0 in CBaseEntity: hysicsDispatchThink(void (CBaseEntity::)()) ()
from /bms/bms/bin/server_srv.so
#9 0xf202e60b in CBaseEntity: hysicsRunSpecificThink(int, void (CBaseEntity::)()) ()
from /bms/bms/bin/server_srv.so
#10 0xf202e992 in CBaseEntity: hysicsRunThink(CBaseEntity::thinkmethods_t) [clone .part.143] ()
from /bms/bms/bin/server_srv.so
#11 0xf2517a9f in CBaseEntity::StepSimulationThink(float) ()
from /bms/bms/bin/server_srv.so
#12 0xf2517dc9 in CBaseEntity: hysicsStep() ()
from /bms/bms/bin/server_srv.so
#13 0xf202f93d in CBaseEntity: hysicsSimulate() ()
from /bms/bms/bin/server_srv.so
#14 0xf2518b2b in Physics_SimulateEntity(CBaseEntity*) ()
from /bms/bms/bin/server_srv.so
#15 0xf2518f11 in Physics_RunThinkFunctions(bool) ()
from /bms/bms/bin/server_srv.so
#16 0xf23f3074 in CServerGameDLL::GameFrame(bool) ()
from /bms/bms/bin/server_srv.so
#17 0xe9681eb4 in __SourceHook_FHCls_IServerGameDLLGameFramefalse::Func(bool) ()
from /bms/bms/addons/sourcemod/bin/sourcemod.2.bms.so
#18 0xf68033d9 in SV_Think(bool) () from /bms/bin/engine_srv.so
#19 0xf6804192 in SV_Frame(bool) () from /bms/bin/engine_srv.so
#20 0xf6789fda in _Host_RunFrame_Server(bool) ()
from /bms/bin/engine_srv.so
#21 0xf678b0f4 in _Host_RunFrame(float) ()
from /bms/bin/engine_srv.so
#22 0xf67958a7 in CHostState::State_Run(float) ()
from /bms/bin/engine_srv.so
#23 0xf6795c06 in CHostState::FrameUpdate(float) ()
from /bms/bin/engine_srv.so
#24 0xf6795c4d in HostState_Frame(float) ()
from /bms/bin/engine_srv.so
#25 0xf681942c in CEngine::Frame() () from /bms/bin/engine_srv.so
#26 0xf6816b86 in CDedicatedServerAPI::RunFrame() ()
from /bms/bin/engine_srv.so
#27 0xf759775a in RunServer() () from bin/dedicated_srv.so
#28 0xf6816c7d in CModAppSystemGroup::Main() ()
from /bms/bin/engine_srv.so
#29 0xf6862b48 in CAppSystemGroup::Run() ()
from /bms/bin/engine_srv.so
#30 0xf68178ad in CDedicatedServerAPI::ModInit(ModInfo_t&) ()
from /bms/bin/engine_srv.so
#31 0xf75973d3 in CDedicatedAppSystemGroup::Main() () from bin/dedicated_srv.so
#32 0xf75bce48 in CAppSystemGroup::Run() () from bin/dedicated_srv.so
#33 0xf75bce48 in CAppSystemGroup::Run() () from bin/dedicated_srv.so
#34 0xf756a864 in main () from bin/dedicated_srv.so
#35 0x080489fb in main ()
Maybe this will help to solve some problems:
https://developer.valvesoftware.com/wiki/Talk:Fixing_AI_in_multiplayer#No_NPC.27s_can_shoot