26 lines
1.5 KiB
Markdown
26 lines
1.5 KiB
Markdown
## Base Plugins (All Mods)
|
|
|
|
Auxiliary Tools to use MonsterMod in any GoldSrc game.
|
|
|
|
These are base plugins that should be installed first before adding any mod-specific plugin.
|
|
|
|
### AMX Mod X Plugins
|
|
|
|
#### -A note about AMXX plugins-
|
|
|
|
All plugins in this section require AMXX 1.9.0 or greater, they will not work on 1.8.2 or older.
|
|
|
|
Compiled plugins are provided in the `bin` folder for your convenience. However, if you prefer to build the plugins yourself, the source code of all AMXX plugins are located in the `src` folder for compilation.
|
|
|
|
#### GoldSrc --> MonsterMod Use Dispatcher
|
|
|
|
Because MonsterMod entities are, -quite literally-, just a func_wall with its own logic, trying to trigger any MonsterMod entity from the outside will fail, as it will attempt to use the logic of game's "func_wall" instead of our own.
|
|
|
|
To add salt to injury, Metamod is incapable of hooking use functions, as the pfnUse/DispatchUse methods provided by the API has been deprecated, and no longer work. Leaving AMXX's HamSandwich as the only module that can hook an entity's Use() function.
|
|
|
|
In normal circunstances, you do not need this plugin. But let's say you have a turret monster, disabled by default, and you gave it a targetname. Even with a name, triggering this turret regardless of the method used will not activate it.
|
|
|
|
This plugin redirects the game's func_wall Use() function to MonsterMod, connecting the missing piece and allowing you to trigger MonsterMod entities with your shiny func_button.
|
|
|
|
I can't believe I've done this. *incomprehensible screams*
|