But you still have to overwrite a vgui panel or frame or
something. in order to get at OnCommand..
in C#, i can just add listeners, and in hl1, i was able to do similar
things. I don't want nor need to make another vgui class. I just want
a custom listener.
On 5/3/05, Heritage [EMAIL
Hi,
I want to show some of the serverstats (e.g. current players, current
map, playerstats) on our homepage using PHP.
I saw this on many clanpages but didn't found anything in the net. I
only found a code-snippet about the udp-protocol wrote by alfred but
actually it didn't help me much. First of
mani mod for hl2, or admin mod for hl 1 google those,
and you should find there home pages, and the related
server plugin's
Adam
--- X-Treme-Events - Torsten Geserick
[EMAIL PROTECTED] wrote:
Hi,
I want to show some of the serverstats (e.g. current
players, current
map, playerstats) on our
NPC-TranslateNavGoal(pEnemy, ChasePosition);
NPC-SetSchedule( SCHED_FORCED_GO );
NPC-m_flMoveWaitFinished = gpGlobals-curtime
On 5/2/05, Mark Ettinger [EMAIL PROTECTED] wrote:
Has anyone explored the AI movement code? I've been digging into
AI_Navigator, AI_LocalNavigator, and AI_Pathfinder
Josh Matthews wrote:
Rightm the UTIL_FindEntityBy* functions have been giving me some
problems with the work I'm doing for HL1. I'm trying to find all
light entities with a certain property that I've added to group
certain lights together, there's a new variable in the fgd base light
class, and
Two points, one, I don't see how my second method will skip over
entities. It keeps searching until it doesn't find one class, then
goes on to the next. The other, I don't understand what you mean
about m_iPowerzone will only be meaningful in the context of the
class this code is being called
He wants to read the server status remotely. This class
(http://www.phpclasses.org/browse/package/1815.html) returns server
information. There is an example of using it that returns much more
than you probably want. I used it to do the server status for the
punkasssfraggers.com site. You can see
Josh Matthews wrote:
Two points, one, I don't see how my second method will skip over
entities. It keeps searching until it doesn't find one class, then
goes on to the next.
Let's say you only have 4 entities in the world, in this order...
worldspawn --- light_spot --- light_environment --- light
See, the problem is that it doesn't find any entities using the string
method, when I have checked and all the values are correct.
On 5/4/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
Josh Matthews wrote:
Two points, one, I don't see how my second method will skip over
entities. It
Actually, I'm still confused about how the classname method won't
work. When it reaches the light entity, it'll trigger correctly and
do its thing. Then it moves on, can't find any more entities so it
skips to searching for light_spot. In this case, pEnt will be NULL so
it'll be starting from
Josh Matthews wrote:
Actually, I'm still confused about how the classname method won't
work. When it reaches the light entity, it'll trigger correctly and
do its thing. Then it moves on, can't find any more entities so it
skips to searching for light_spot. In this case, pEnt will be NULL so
Josh Matthews wrote:
Actually, I'm still confused about how the classname method won't
work. When it reaches the light entity, it'll trigger
correctly and
do its thing. Then it moves on, can't find any more entities so it
skips to searching for light_spot. In this case, pEnt will
be
1) When hammer adds properties to an entity the property name is always
forced lowercase, so you will never metach the property m_iPowerzone.
2) Depending on the version of the compile tools you're using they may be
deleting non-dynamic unanamed the light entities out of your BSP after
RAD, many
game_controls/MapOverview.cpp
_
Designer Mail isn't just fun to send, it's fun to receive. Use special
stationery, fonts and colors.
If i have a button, on a panel or frame, and i click it, then that
panel has to be a pseudo panel that I made up like my_ panel which
is derived from panel and then I override the OnCommand to intercept
the event? Seems like a total waste. If I have to do that for every
panel/frame/whatever then
The only thing I can see of doing is making a few panels that are
specifically for events for each vgui menu I make, and then adding
this
my_button_or_checkbox_orwhatever-AddActionSignalTarget(EventPanel);
then i write an OnCommand for EvenPanel to catch em.
Just seems weird that panels are also
Hey Duke, thanks a lot, that was actually what I'm searching for. Guess
I'll make it now on my own but good to know there is someone who can
help me. Special thanks to you :)
Thanks Adam for trying to help me, but I still got the mani - admin -
plugin and it is just for ingame information and
I have a server plugin working with CBaseEntity:
CBaseEntity *m_pCBaseEntity = pEntity-GetUnknown()-GetBaseEntity();
CBasePlayer *pCBPlayer = (CBasePlayer*) m_pCBaseEntity;
int Frags = pCBPlayer-FragCount();
int Deaths = pCBPlayer-DeathCount();
I know you can use GetUnknown for it, but I'm not sure if you're able to do
it within the CBasePlayer pointer like you can get FragCount() without doing
some sketchy linking.
- Original Message -
From: LDuke [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 03,
props.cpp line 1179
//m_flWait = 2; who the hell did this? (sjb)
r00t
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--
[ Picked text/plain from multipart/alternative ]
I suggest he do some CVS detective work and do something particularly
unpleasant to his chair. 8)
Plenty of funny comments, especially the ones refering to E3 hacks that are
still in there. :p
On 5/4/05, r00t 3:16 [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
As long as you understand because I think you've lost me. :p
On 5/4/05, Heritage [EMAIL PROTECTED] wrote:
The only thing I can see of doing is making a few panels that are
specifically for events for each vgui menu I make, and then adding
lol yea.
I seen another hack comment which was kind of funny, but I couldn't find it
when I sent this email lol..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: NuclearFriend [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 03, 2005 10:17 PM
Sorry to be kind of vague... but I need some general help and or
direction. I'm starting a multiplayer mod (with a few other people)
and I'm one of the coders (the one who doesn't know much and mostly
copypastes). Anyway, we're stuck on where to begin. Should we use the
HL2 DM sdk or the
Pick up a book on C++, I strongly suggest Deitel Deitel's C++: How to
Program 5th Edition. As far as where to start, since you stated yourself
you don't know much the HL2 Deathmatch SDK would be best... when you are
creating the mod it states that it is only for advanced users.
Secondly, do a
Welcome to the coders
Though please, at least find a website that has some
nub info on how to program, and STAY AWAY FROM COPY
PASTE - in fact remove the ctrl key from your k/b
Alot of us where once nub programers, though we each
found our way.
I would sudjest, mess around with one of the guns,
The func_door_rotating allows you to set the door to only open 1 direction
these door types are created via a brush type of entity ?
prop_door_rotating you need to create a model etc.
This does not allow the door to open 1 direction only like the
func_door_rotating
(Well at least I havent' figured
Did you work with the hl1 sdk? There was a way to create your own
custom action signal and input signal classes which you then used to
catch events like mouse over and click or whatever.
Basically, what i am saying is, creating a new class to intercept
fundamental event messages is stupid. For
You are doing it wrong. Have a look at
cl_dll/game_controls/spectatorgui.cpp for an example on how to act upon
combo box selection changes (in particular
CSpectatorMenu::OnTextChanged() ).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
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