If i were you, i'd add a:
gameeventmanager-AddListener(this, player_death, false );
to the scoreboard code, and use the FireGameEvent() function to store
who the last person who killed who on the client, since it's sending
this info in a game event message anyways.
On 7/5/05, r00t 3:16 [EMAIL
Just jump in, follow a couple tutorials... set yourself some goals and
be willing to compromise with not being able to reach them 100% of the
time.
Thanks Again ---
--- Robert I Chatman III
--- www.swallowbush.com
--- [EMAIL PROTECTED]
--- (408) 569-4436
-Original Message-
From: [EMAIL
Cool, I have never tried using meshbuilder yet, always time to learn :)
I guess I can perform Matrix transformations once I have a built mesh?
take a look at the meshbuilder class.. those are just polygons in
world space, not sprites billboarded to face the camera
Hello hlcoders,
I see i can connect to perforce without password with guest username.
I want to disable this so noone can steal my code - i looked at
perforce website but i cant find any info about guest user and how to
disable it.
maybe someone can help me with this here?
--
Best regards,
hp
You'll need to create a new user account for yourself and then limit
access to the depot (or parts of the depot) to just that user.
You can create a new user from the P4 Windows client via User - New.
You'll have to see the Perforce Command Line User's Guide for details
on protections and
Try adding a function similar to the SetModelWidthScale() (see how
it's implemented with GetModelWidthScale() ) to the CBaseAnimating
class, that's an easy way to make a model scale up/down. Use a thikn
function to make it change over time, and bobs your uncle
On 7/5/05, Ian Warwick [EMAIL
Cool, just checked that out on a doxygen site, not home at the moment to
try it, anyone confirm that this really works? I was under the
impression it was'nt a simple thing to do (even though it should be!).
Thanks, can't wait to check that out.
Try adding a function similar to the
Very cool, I chased that into C_BasePlayer
01215 float scale = GetModelWidthScale();
01216 if ( scale != 1.0f )
01217 {
01218 VectorScale( transform[0], scale, transform[0] );
01219 VectorScale( transform[1], scale, transform[1] );
01220
Hello Alex,
I ran:
p4 protect
and removed * user - now not known users cant connect :)
thx for help
Tuesday, July 5, 2005, 2:59:49 PM, you wrote:
You'll need to create a new user account for yourself and then limit
access to the depot (or parts of the depot) to just that user.
You can
yep, just remember to add a:
VectorScale( transform[2], scale, transform[2] );
so it scales on z axis, and it should work
On 7/6/05, Ian Warwick [EMAIL PROTECTED] wrote:
Very cool, I chased that into C_BasePlayer
01215 float scale = GetModelWidthScale();
01216 if ( scale !=
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As I read in some older mails, Valve got some mails from concerned customers
about the wide spread of server mods (adminmod/amxmod/wc3). Valve is doing some
code cleaning now, as we have seen in an
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format, some or all of this message may not be legible.
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Hi list,
I try to make a laser on my gun. I successful create it, but i can't remove it
here is my code
void
Actually, these aren't activities. They're really two things:
- entries in the actbusy.txt file list of actbusies (which I
won't go into here).
- sequence names.
NPCs play animations by sequence. Activities are a way of abstracting
away sequence names from animation concepts, and
There's lots of names for this kind of method of linking code content.
Internally, we call them symbolic links.
The link between the code (imagine something like NPC-PlayAnimation(
activity )), and the content (standing_reload animation), is a symbol.
The symbol here is ACT_RELOAD, and we call
Michael A. Hobson wrote:
Another, question for the experts.
If I should Precache a resource in a server plugin, what happens
if the map loader comes along and tries to precache the same
exact resource ?
The engine ignores the request to precache something that has already
been precached (it
Alfred,
Thanks for clearing that up.
At 06:01 PM 7/5/2005, you wrote:
When the game process returns control to the command prompt.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
Hobson Sent: Tuesday, July 05, 2005 5:53 PM To:
Michael A. Hobson wrote:
But the second (and succeeding calls to PrecacheXXX()
are going to return the same resource index, despite not
having reloaded it, right ?
I would assume so, but it's easy enough to test this out! ;)
--
Jeffrey botman Broome
void CTripmineGrenade::KillBeam( void )
{
if ( m_pBeam )
{
UTIL_Remove( m_pBeam );
m_pBeam = NULL;
}
}
this is inside grenade_tripmine.cpp and will be able to remove the beam
you are using for your ray gun. But, you will have to set up some
There is no assuming, I don't think valve would be dumb enough to allow the
pre-caching of the same object more than once.
-Original Message-
From: Jeffrey botman Broome [mailto:[EMAIL PROTECTED]
Sent: Tuesday, July 05, 2005 9:09 PM
To: hlcoders@list.valvesoftware.com
Subject: Re:
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