![user](img/i_friend.png)
Forum
![>](img/i_next.png)
![>](img/icons/cs2d.png)
![>](img/i_next.png)
![>](img/i_next.png)
![user](img/i_friend.png)
![IMG:https://s020.radikal.ru/i710/1310/48/8a5fcff3a31c.jpg](https://s020.radikal.ru/i710/1310/48/8a5fcff3a31c.jpg)
There is already no player on CT1 but HB stopped there. In fact HB should be under center of word "HB2" on image.
![IMG:https://unrealsoftware.de/u_scr/u87cd_4d93a32fs1.jpg](https://unrealsoftware.de/u_scr/u87cd_4d93a32fs1.jpg)
hl1 strooper
hl1 bullsquid
hl1 pit drone
hl1 gargantua
hl2 ant
hl2 poison headcrab
hl2 fast zombie
...
OR
Can you write a script, which improves intelligence of standard NPCs?
I can help you with it.
![user](img/i_friend.png)
the scientist:you can follow and can give you life if you need it
![user](img/i_friend.png)
![user](img/i_friend.png)
Like any entity set : 'headcrab,hp20'
Can you make easy editing npc?
![user](img/i_friend.png)
You can use my npc images:
http://www.unrealsoftware.de/files_show.php?file=15029
edited 1×, last 01.02.14 10:25:43 am
![user](img/i_friend.png)
and can you make soldier is friend with ct
good lua
sorry when my english is bad
![user](img/i_friend.png)
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airstrike = {} airstrike.throw = {} for id = 1, 32 do 	airstrike.throw[id] = {} 	airstrike.throw[id].state = false 	airstrike.throw[id].x = 0 	airstrike.throw[id].y = 0 end local hooks = {"clientdata", "attack", "always"} for key, hook in pairs (hooks) do 	addhook (hook, "airstrike." .. hook) end function airstrike.clientdata (id, mode, data1, data2) 	if (mode == 2) then 		airstrike.throw[id].x = ((data1 / 32) - 16) 		airstrike.throw[id].y = ((data2 / 32) - 16) 	end end function airstrike.attack (id) 	if (airstrike.throw[id].state) then 		airstrike.throw[id].state = false 		 		parse ("spawnnpc 5 " .. airstrike.throw[id].x .. " " .. airstrike.throw[id].y .. " " .. math.random (1, 360)) 	end end function airstrike.always () 	for key, id in pairs (player (0, "table")) do 		if (player (id, "weapontype") == 76) then 			if (not airstrike.throw[id].state) then 				airstrike.throw[id].state = true 			end 		else 			airstrike.throw[id].state = false 		end 	end end