Someone with more experience is gonna have to take a look at making a SP variation. Since SP doesn't have the "weapon_hl2mpbasehlmpcombatweapon.h", switching it to the basehlcombatweapon just starts a string of errors.
On Mon, Aug 17, 2009 at 7:56 PM, Ryan Sheffer <[email protected]> wrote: > It needs to be included in the client and server code, no weapon stub is > needed. > > Here is the weapon script. > // Grapple Hook > > WeaponData > { > // Weapon data is loaded by both the Game and Client DLLs. > "printname" "GRAPPLE HOOK" > "viewmodel" "models/weapons/v_crossbow.mdl" > "playermodel" "models/weapons/w_crossbow.mdl" > "anim_prefix" "bow" > "bucket" "5" > "bucket_position" "2" > > > // "clip_size" "1" > // "default_clip" "5" > // "primary_ammo" "XBowBolt" > // "secondary_ammo" "None" > > "clip_size" "-1" > "clip2_size" "-1" > "primary_ammo" "None" > "secondary_ammo" "None" > "default_clip" "-1" > "default_clip2" "-1" > > "autoswitchto" "0" > "autoswitchfrom" "0" > "weight" "0" > "item_flags" "0" > > > // Sounds for the weapon. There is a max of 16 sounds per category (i.e. > max 16 "single_shot" sounds) > SoundData > { > "single_shot" "Weapon_Crossbow.Single" > "reload" "Weapon_Crossbow.Reload" > "special1" "Weapon_Crossbow.BoltElectrify" > "special2" "Weapon_Crossbow.BoltFly" > } > > // Weapon Sprite data is loaded by the Client DLL. > TextureData > { > "weapon" > { > "font" "WeaponIcons" > "character" "g" > } > "weapon_s" > { > "font" "WeaponIconsSelected" > "character" "g" > } > "ammo" > { > "font" "WeaponIcons" > "character" "w" > } > "crosshair" > { > "font" "Crosshairs" > "character" "Q" > } > "autoaim" > { > "file" "sprites/crosshairs" > "x" "0" > "y" "96" > "width" "24" > "height" "24" > } > "zoom" > { > "font" "Crosshairs" > "character" "Q" > } > "zoom_autoaim" > { > "file" "sprites/crosshairs" > "x" "24" > "y" "112" > "width" "104" > "height" "16" > } > } > } > > On Mon, Aug 17, 2009 at 3:54 PM, Matt Hoffman > <[email protected]>wrote: > > > Doesn't appear to work for OB SP. Compiles fine, added it to the > > c_weapon__stubs_hl2 (STUB_WEAPON_CLASS( weapon_grapple, WeaponGrapple, > > C_BaseHLCombatWeapon ); ) but can't get it in game. Even copy-and pasted > a > > weapon_crossbow weapon script and renamed to weapon_grapple to no dice. > > > > Just get: > > ] give weapon_grapple > > Attempted to create unknown entity type weapon_grapple! > > NULL Ent in GiveNamedItem! > > > > > > On Mon, Aug 17, 2009 at 2:58 PM, Gabriel <[email protected]> wrote: > > > > > Thank you so much! I will take a look at it! > > > > > > Gabriel Smith > > > > > > On Aug 17, 2009, at 5:38 PM, Ryan Sheffer <[email protected]> wrote: > > > > > > I have posted the Obsidian Conflict Grapple Hook code on the Source SDK > > > wiki > > > for all to view. > > > > > > http://developer.valvesoftware.com/wiki/Grapple_Hook > > > > > > I am sure it would come in handy, all you would need to do is get a > > > barnacle > > > weapon view model and world model going, and perhaps change the color > of > > > the > > > rope used, and the hook model. > > > > > > Cheers, > > > > > > On Sun, Aug 9, 2009 at 5:56 PM, Gabriel Smith <[email protected]> > > wrote: > > > > > > ob > > > > > > Gabriel Smith > > > > > > > > > > > > > > > ________________________________ > > > From: "Adam "amckern" McKern" <[email protected]> > > > To: Discussion of Half-Life Programming < > [email protected] > > > > > > Sent: Sunday, August 9, 2009 5:45:01 PM > > > Subject: Re: [hlcoders] Barnacle weapon > > > > > > It uses a sprite attachment - are you doing this in goldsrc or ob? > > > > > > -------- > > > Owner Nigredo Studios http://www.nigredostudios.com > > > > > > --- On Mon, 10/8/09, Harry Jeffery <[email protected]> > > wrote: > > > > > > From: Harry Jeffery <[email protected]> > > > Subject: Re: [hlcoders] Barnacle weapon > > > To: "Discussion of Half-Life Programming" < > > [email protected] > > > > > > Received: Monday, 10 August, 2009, 7:41 AM > > > > > > I think it used a rope for the visuals but for moving the player I have > > no > > > idea. > > > > > > 2009/8/9 Gabriel <[email protected]>: > > > I am trying to implement a barnacle like weapon like the weapon in > > > Hl:OP in my mod. Does any one know the extendable tougue was made, > > > since I am sure it was not just a long cillinder modeled in. > > > > > > Gabriel Smith > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > > > > > __________________________________________________________________________________ > > > Find local businesses and services in your area with Yahoo!7 Local. > > > Get started: http://local.yahoo.com.au > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > -- > > > ~Ryan ( skidz ) > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > ~Ryan ( skidz ) > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

