
=// // // Purpose: // //=// #include "cbase.h" #include "basehlcombatweapon.h" #include "npcevent.h" #include "basecombatcharacter.h" #include "ai_basenpc.h" #include "player.h" #include "game.h" #include "in_buttons.h" #include "ai_memory.h" #include "soundent.h" #include "rumble_shared.h" #include "gamestats.h" // memdbgon must be the last include file in a. Grenades vs Ragdolls Advanced Retreat Maneuvers Melee Demo Bot Auto-Reloads Weapon Capture the Flag 2D Platformer (Basic Setup) Neutral NPC Chatting (RPG. = Copyright Valve Corporation, All rights reserved. In this example, we will use weapon_mp5 throughout the SP part of the tutorial. If you want to make the weapon spawn with impulse 101 you need to go to the player.

But when I'm actually fighting it, it's not that unfair. sknpcdmggrease: int: Sets the base damage the kar98 does to the player. skplrdmgmp5 '11' sknpcdmgmp5 '9' skmaxmp5 '180' Extra. // Combine Helicopter sknpcdmghelicopter '50' sknpcdmghelicoptertoplr '20' skhelicoptergrenadedamage '100' skhelicoptergrenaderadius '300' skhelicoptergrenadeforce '55000' The high damage to NPCs it to make the Hunter look really powerful and scary. Sets the base damage the kar98 does to an NPC. enemiesstronggappoi: int: Set to enable hard combine (blue and red colored). cpp file should read weapon_.cpp, place it on the Server side of your project. Set to force the number of grenades every combine has in its possesion. Also, be sure to back up any core HL2 files if you are using them as a template BEFORE saving any changes. Using an existing entity makes for easy copy/paste work but it is risky as it is easy to miss definitions or calls to the original weapon entity.

cpp or copy an existing entity (such as weapon_smg1) to use as a template.
#SK NPC DMG GRENADE CODE#
