Some of these are:
Hit animations
Death animations
Idle animations
Bleed/spark effects
NPC voice speaking
And many more!
Before we start this tutorial we better explain what exactly is a NPC and why should we make one before how.
NPC stands for Non-Playable Character. As the name suggests it is simply an entity that is non-playable. We as coders have full control on how they interact and work.
Some examples of what a NPC could do are:
Bystanders that animates. (Pretty cool to make for Soccer Jam)
An item shop owner
Props for your mod. (Making lamp/light posts that could flicker)
Whatever you can think of!
Alright! Lets finally begin on making our very own NPC!
We start by including the necessary libraries to make our NPC
Code: Select all
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <engine>
#include <hamsandwich> Code: Select all
//Boolean of when NPC spawned
new bool: g_NpcSpawn[256];
//Boolean to check if NPC is alive or not
new bool: g_NpcDead[256];
//Classname for our NPC
new const g_NpcClassName[] = "ent_npc";
//Constant model for NPC
new const g_NpcModel[] = "models/barney.mdl";
//List of sounds our NPC will emit when damaged
new const g_NpcSoundPain[][] =
{
"barney/ba_pain1.wav",
"barney/ba_pain2.wav",
"barney/ba_pain3.wav"
}
//Sounds when killed
new const g_NpcSoundDeath[][] =
{
"barney/ba_die1.wav",
"barney/ba_die2.wav",
"barney/ba_die3.wav"
}
//Sounds when we knife our flesh NPC
new const g_NpcSoundKnifeHit[][] =
{
"weapons/knife_hit1.wav",
"weapons/knife_hit2.wav",
"weapons/knife_hit3.wav",
"weapons/knife_hit4.wav"
}
new const g_NpcSoundKnifeStab[] = "weapons/knife_stab.wav";
//List of idle animations
new const NPC_IdleAnimations[] = { 0, 1, 2, 3, 11, 12, 18, 21, 39, 63, 65 };
//Sprites for blood when our NPC is damaged
new spr_blood_drop, spr_blood_spray
//Player cooldown for using our NPC
new Float: g_Cooldown[32];
//Boolean to check if we knifed our NPC
new bool: g_Hit[32];In this section we have to initiate some forwards for our NPC. These are where the extra features are called from.
This is also where we can load our saved configurations.
Code: Select all
public plugin_init()
{
register_plugin("NPC Plugin", "1.1", "Mazza");
register_clcmd("say /npc", "ClCmd_NPC");
register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0");
RegisterHam(Ham_TakeDamage, "info_target", "npc_TakeDamage");
RegisterHam(Ham_Killed, "info_target", "npc_Killed");
RegisterHam(Ham_Think, "info_target", "npc_Think");
RegisterHam(Ham_TraceAttack, "info_target", "npc_TraceAttack");
RegisterHam(Ham_ObjectCaps, "player", "npc_ObjectCaps", 1 );
register_forward(FM_EmitSound, "npc_EmitSound");
}
public plugin_precache()
{
spr_blood_drop = precache_model("sprites/blood.spr")
spr_blood_spray = precache_model("sprites/bloodspray.spr")
new i;
for(i = 0 ; i < sizeof g_NpcSoundPain ; i++)
precache_sound(g_NpcSoundPain[i]);
for(i = 0 ; i < sizeof g_NpcSoundDeath ; i++)
precache_sound(g_NpcSoundDeath[i]);
precache_model(g_NpcModel)
}
public plugin_cfg()
{
Load_Npc()
} Note: I am using the New AMXX Menu System to display the menu
Code: Select all
public ClCmd_NPC(id)
{
//Create a new menu
new menu = menu_create("NPC: Main Menu", "Menu_Handler");
//Add some items to the newly created menu
menu_additem(menu, "Create NPC", "1");
menu_additem(menu, "Delete NPC", "2");
menu_additem(menu, "Save current NPC locations", "3");
menu_additem(menu, "Delete all NPC", "4");
//Let the menu have an 'Exit' option
menu_setprop(menu, MPROP_EXIT, MEXIT_ALL);
//Display our menu
menu_display(id, menu);
}
public Menu_Handler(id, menu, item)
{
//If user chose to exit menu we will destroy our menu
if(item == MENU_EXIT)
{
menu_destroy(menu);
return PLUGIN_HANDLED;
}
new info[6], szName[64];
new access, callback;
menu_item_getinfo(menu, item, access, info, charsmax(info), szName, charsmax(szName), callback);
new key = str_to_num(info);
switch(key)
{
case 1:
{
//Create our NPC
Create_Npc(id);
}
case 2:
{
//Remove our NPC by the users aim
new iEnt, body, szClassname[32];
get_user_aiming(id, iEnt, body);
if (is_valid_ent(iEnt))
{
entity_get_string(iEnt, EV_SZ_classname, szClassname, charsmax(szClassname));
if (equal(szClassname, g_NpcClassName))
{
remove_entity(iEnt);
}
}
}
case 3:
{
//Save the current locations of all the NPCs
Save_Npc();
client_print(id, print_chat, "[AMXX] NPC origin saved succesfully");
}
case 4:
{
//Remove all NPCs from the map
remove_entity_name(g_NpcClassName);
client_print(id, print_chat, "[AMXX] ALL NPC origin removed");
}
}
//Keep the menu displayed when we choose an option
menu_display(id, menu);
return PLUGIN_HANDLED;
} Code: Select all
public npc_TakeDamage(iEnt, inflictor, attacker, Float:damage, bits)
{
//Make sure we only catch our NPC by checking the classname
new className[32];
entity_get_string(iEnt, EV_SZ_classname, className, charsmax(className))
if(!equali(className, g_NpcClassName))
return;
//Play a random animation when damanged
Util_PlayAnimation(iEnt, random_num(13, 17), 1.25);
//Make our NPC say something when it is damaged
//NOTE: Interestingly... Our NPC mouth (which is a controller) moves!! That saves us some work!!
emit_sound(iEnt, CHAN_VOICE, g_NpcSoundPain[random(sizeof g_NpcSoundPain)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
}
public npc_Killed(iEnt)
{
new className[32];
entity_get_string(iEnt, EV_SZ_classname, className, charsmax(className))
if(!equali(className, g_NpcClassName))
return HAM_IGNORED;
//Player a death animation once our NPC is killed
Util_PlayAnimation(iEnt, random_num(25, 30))
//Because our NPC may look like it is laying down.
//The bounding box size is still there and it is impossible to change it so we will make the solid of our NPC to nothing
entity_set_int(iEnt, EV_INT_solid, SOLID_NOT);
//The voice of the NPC when it is dead
emit_sound(iEnt, CHAN_VOICE, g_NpcSoundDeath[random(sizeof g_NpcSoundDeath)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
//Our NPC is dead so it shouldn't take any damage and play any animations
entity_set_float(iEnt, EV_FL_takedamage, 0.0);
//Our death boolean should now be true!!
g_NpcDead[iEnt] = true;
//The most important part of this forward!! We have to block the death forward.
return HAM_SUPERCEDE
}
public npc_Think(iEnt)
{
if(!is_valid_ent(iEnt))
return;
static className[32];
entity_get_string(iEnt, EV_SZ_classname, className, charsmax(className))
if(!equali(className, g_NpcClassName))
return;
//We can remove our NPC here if we wanted to but I left this blank as I personally like it when there is a NPC coprse laying around
if(g_NpcDead[iEnt])
{
return;
}
//Our NPC just spawned
if(g_NpcSpawn[iEnt])
{
static Float: mins[3], Float: maxs[3];
pev(iEnt, pev_absmin, mins);
pev(iEnt, pev_absmax, maxs);
//Draw a box which is the size of the bounding NPC
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BOX)
engfunc(EngFunc_WriteCoord, mins[0])
engfunc(EngFunc_WriteCoord, mins[1])
engfunc(EngFunc_WriteCoord, mins[2])
engfunc(EngFunc_WriteCoord, maxs[0])
engfunc(EngFunc_WriteCoord, maxs[1])
engfunc(EngFunc_WriteCoord, maxs[2])
write_short(100)
write_byte(random_num(25, 255))
write_byte(random_num(25, 255))
write_byte(random_num(25, 255))
message_end();
//Our NPC spawn boolean is now set to false
g_NpcSpawn[iEnt] = false;
}
//Choose a random idle animation
Util_PlayAnimation(iEnt, NPC_IdleAnimations[random(sizeof NPC_IdleAnimations)]);
//Make our NPC think every so often
entity_set_float(iEnt, EV_FL_nextthink, get_gametime() + random_float(5.0, 10.0));
}
public npc_TraceAttack(iEnt, attacker, Float: damage, Float: direction[3], trace, damageBits)
{
if(!is_valid_ent(iEnt))
return;
new className[32];
entity_get_string(iEnt, EV_SZ_classname, className, charsmax(className))
if(!equali(className, g_NpcClassName))
return;
//Retrieve the end of the trace
new Float: end[3]
get_tr2(trace, TR_vecEndPos, end);
//This message will draw blood sprites at the end of the trace
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_BLOODSPRITE)
engfunc(EngFunc_WriteCoord, end[0])
engfunc(EngFunc_WriteCoord, end[1])
engfunc(EngFunc_WriteCoord, end[2])
write_short(spr_blood_spray)
write_short(spr_blood_drop)
write_byte(247) // color index
write_byte(random_num(1, 5)) // size
message_end()
}
public npc_ObjectCaps(id)
{
//Make sure player is alive
if(!is_user_alive(id))
return;
//Check when player presses +USE key
if(get_user_button(id) & IN_USE)
{
//Check cooldown of player when using our NPC
static Float: gametime ; gametime = get_gametime();
if(gametime - 1.0 > g_Cooldown[id])
{
//Get the classname of whatever ent we are looking at
static iTarget, iBody, szAimingEnt[32];
get_user_aiming(id, iTarget, iBody, 75);
entity_get_string(iTarget, EV_SZ_classname, szAimingEnt, charsmax(szAimingEnt));
//Make sure our aim is looking at a NPC
if(equali(szAimingEnt, g_NpcClassName))
{
//Do more fancy stuff here such as opening a menu
//But for this tutorial I will only display a message to prove it works
client_print(id, print_chat, "Hello");
}
//Set players cooldown to the current gametime
g_Cooldown[id] = gametime;
}
}
}
public npc_EmitSound(id, channel, sample[], Float:volume, Float:attn, flag, pitch)
{
//Make sure player is alive
if(!is_user_connected(id))
return FMRES_SUPERCEDE;
//Catch the current button player is pressing
new iButton = get_user_button(id);
//If the player knifed the NPC
if(g_Hit[id])
{
//Catch the string and make sure its a knife
if (sample[0] == 'w' && sample[1] == 'e' && sample[8] == 'k' && sample[9] == 'n')
{
//Catch the file of _hitwall1.wav or _slash1.wav/_slash2.wav
if(sample[17] == 's' || sample[17] == 'w')
{
//If player is slashing then play the knife hit sound
if(iButton & IN_ATTACK)
{
emit_sound(id, CHAN_WEAPON, g_NpcSoundKnifeHit[random(sizeof g_NpcSoundKnifeHit)], volume, attn, flag, pitch);
}
//If player is tabbing then play the stab sound
else if(iButton & IN_ATTACK2)
{
emit_sound(id,CHAN_WEAPON, g_NpcSoundKnifeStab, volume, attn, flag, pitch);
}
//Reset our boolean as player is not hitting NPC anymore
g_Hit[id] = false;
//Block any further sounds to be played
return FMRES_SUPERCEDE
}
}
}
return FMRES_IGNORED
} Code: Select all
public Event_NewRound()
{
new iEnt = -1;
//Scan and find all of the NPC classnames
while( ( iEnt = find_ent_by_class(iEnt, g_NpcClassName) ) )
{
//If we find a NPC which is dead...
if(g_NpcDead[iEnt])
{
//Reset the solid box
entity_set_int(iEnt, EV_INT_solid, SOLID_BBOX);
//Make our NPC able to take damage again
entity_set_float(iEnt, EV_FL_takedamage, 1.0);
//Make our NPC instanstly think
entity_set_float(iEnt, EV_FL_nextthink, get_gametime() + 0.01);
//Reset the NPC boolean to false
g_NpcDead[iEnt] = false;
}
//Reset the health of our NPC
entity_set_float(iEnt, EV_FL_health, 250.0);
}
} Code: Select all
Create_Npc(id, Float:flOrigin[3]= { 0.0, 0.0, 0.0 }, Float:flAngle[3]= { 0.0, 0.0, 0.0 } )
{
//Create an entity using type 'info_target'
new iEnt = create_entity("info_target");
//Set our entity to have a classname so we can filter it out later
entity_set_string(iEnt, EV_SZ_classname, g_NpcClassName);
//If a player called this function
if(id)
{
//Retrieve the player's origin
entity_get_vector(id, EV_VEC_origin, flOrigin);
//Set the origin of the NPC to the current players location
entity_set_origin(iEnt, flOrigin);
//Increase the Z-Axis by 80 and set our player to that location so they won't be stuck
flOrigin[2] += 80.0;
entity_set_origin(id, flOrigin);
//Retrieve the player's angle
entity_get_vector(id, EV_VEC_angles, flAngle);
//Make sure the pitch is zeroed out
flAngle[0] = 0.0;
//Set our NPC angle based on the player's angle
entity_set_vector(iEnt, EV_VEC_angles, flAngle);
}
//If we are reading from a file
else
{
//Set the origin and angle based on the values of the parameters
entity_set_origin(iEnt, flOrigin);
entity_set_vector(iEnt, EV_VEC_angles, flAngle);
}
//Set our NPC to take damange and how much health it has
entity_set_float(iEnt, EV_FL_takedamage, 1.0);
entity_set_float(iEnt, EV_FL_health, 250.0);
//Set a model for our NPC
entity_set_model(iEnt, g_NpcModel);
//Set a movetype for our NPC
entity_set_int(iEnt, EV_INT_movetype, MOVETYPE_PUSHSTEP);
//Set a solid for our NPC
entity_set_int(iEnt, EV_INT_solid, SOLID_BBOX);
//Create a bounding box for oru NPC
new Float: mins[3] = {-12.0, -12.0, 0.0 }
new Float: maxs[3] = { 12.0, 12.0, 75.0 }
entity_set_size(iEnt, mins, maxs);
//Controllers for our NPC. First controller is head. Set it so it looks infront of itself
entity_set_byte(iEnt,EV_BYTE_controller1,125);
// entity_set_byte(ent,EV_BYTE_controller2,125);
// entity_set_byte(ent,EV_BYTE_controller3,125);
// entity_set_byte(ent,EV_BYTE_controller4,125);
//Drop our NPC to the floor
drop_to_floor(iEnt);
// set_rendering( ent, kRenderFxDistort, 0, 0, 0, kRenderTransAdd, 127 );
//We just spawned our NPC so it should not be dead
g_NpcSpawn[iEnt] = true;
g_NpcDead[iEnt] = false;
//Make it instantly think
entity_set_float(iEnt, EV_FL_nextthink, get_gametime() + 0.01)
} Code: Select all
Load_Npc()
{
//Get the correct filepath and mapname
new szConfigDir[256], szFile[256], szNpcDir[256];
get_configsdir(szConfigDir, charsmax(szConfigDir));
new szMapName[32];
get_mapname(szMapName, charsmax(szMapName));
formatex(szNpcDir, charsmax(szNpcDir),"%s/NPC", szConfigDir);
formatex(szFile, charsmax(szFile), "%s/%s.cfg", szNpcDir, szMapName);
//If the filepath does not exist then we will make one
if(!dir_exists(szNpcDir))
{
mkdir(szNpcDir);
}
//If the map config file does not exist we will make one
if(!file_exists(szFile))
{
write_file(szFile, "");
}
//Variables to store when reading our file
new szFileOrigin[3][32]
new sOrigin[128], sAngle[128];
new Float:fOrigin[3], Float:fAngles[3];
new iLine, iLength, sBuffer[256];
//When we are reading our file...
while(read_file(szFile, iLine++, sBuffer, charsmax(sBuffer), iLength))
{
//Move to next line if the line is commented
if((sBuffer[0]== ';') || !iLength)
continue;
//Split our line so we have origin and angle. The split is the vertical bar character
strtok(sBuffer, sOrigin, charsmax(sOrigin), sAngle, charsmax(sAngle), '|', 0);
//Store the X, Y and Z axis to our variables made earlier
parse(sOrigin, szFileOrigin[0], charsmax(szFileOrigin[]), szFileOrigin[1], charsmax(szFileOrigin[]), szFileOrigin[2], charsmax(szFileOrigin[]));
fOrigin[0] = str_to_float(szFileOrigin[0]);
fOrigin[1] = str_to_float(szFileOrigin[1]);
fOrigin[2] = str_to_float(szFileOrigin[2]);
//Store the yawn angle
fAngles[1] = str_to_float(sAngle[1]);
//Create our NPC
Create_Npc(0, fOrigin, fAngles)
//Keep reading the file until the end
}
}
Save_Npc()
{
//Variables
new szConfigsDir[256], szFile[256], szNpcDir[256];
//Get the configs directory.
get_configsdir(szConfigsDir, charsmax(szConfigsDir));
//Get the current map name
new szMapName[32];
get_mapname(szMapName, charsmax(szMapName));
//Format 'szNpcDir' to ../configs/NPC
formatex(szNpcDir, charsmax(szNpcDir),"%s/NPC", szConfigsDir);
//Format 'szFile to ../configs/NPC/mapname.cfg
formatex(szFile, charsmax(szFile), "%s/%s.cfg", szNpcDir, szMapName);
//If there is already a .cfg for the current map. Delete it
if(file_exists(szFile))
delete_file(szFile);
//Variables
new iEnt = -1, Float:fEntOrigin[3], Float:fEntAngles[3];
new sBuffer[256];
//Scan and find all of my custom ents
while( ( iEnt = find_ent_by_class(iEnt, g_NpcClassName) ) )
{
//Get the entities' origin and angle
entity_get_vector(iEnt, EV_VEC_origin, fEntOrigin);
entity_get_vector(iEnt, EV_VEC_angles, fEntAngles);
//Format the line of one custom ent.
formatex(sBuffer, charsmax(sBuffer), "%d %d %d | %d", floatround(fEntOrigin[0]), floatround(fEntOrigin[1]), floatround(fEntOrigin[2]), floatround(fEntAngles[1]));
//Finally write to the mapname.cfg file and move on to the next line
write_file(szFile, sBuffer, -1);
//We are currentlying looping to find all custom ents on the map. If found another ent. Do the above till there is none.
}
} Code: Select all
stock Util_PlayAnimation(index, sequence, Float: framerate = 1.0)
{
entity_set_float(index, EV_FL_animtime, get_gametime());
entity_set_float(index, EV_FL_framerate, framerate);
entity_set_float(index, EV_FL_frame, 0.0);
entity_set_int(index, EV_INT_sequence, sequence);
} Post any questions or comments about this tutorial and I'll do my best to answer them.
Once again, thanks for checking this tutorial out!!
