Re: [hlcoders] bind not to workind due to space in the command

2006-02-09 Thread Florian Zschocke
linux servers wrote: This bind does not work: bind x spec_player Name With Spaces Try bind x spec_player Name%With%Spaces or bind x spec_player Name%%With%%Spaces Florian ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] bind not to workind due to space in the command

2006-02-09 Thread Adam \amckern\ Mckern
I mean in the code such as engine-ServerCommand( ent_fire npc_antlionguard setrelationship \player D_HT 99\); HL2 world has a section dedicated to scripting, so you may want to look there --- Florian Zschocke [EMAIL PROTECTED] wrote: linux servers wrote: This bind does not work: bind x

re: [hlcoders] bind not to workind due to space in the command

2006-02-09 Thread linux servers
-- [ Picked text/plain from multipart/alternative ] //For lack of a better method, Would any of these work in a server plugin? //- // Purpose: called when a client spawns into a server (i.e as they begin to play)

re: [hlcoders] bind not to workind due to space in the command

2006-02-09 Thread Adam \amckern\ Mckern
this one will work engine-ClientCmd( bind 9 spec_player \3d shaGuar\n ); --- linux servers [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] //For lack of a better method, Would any of these work in a server plugin?

Re: [hlcoders] Re: Vectorized Aiming

2006-02-09 Thread Rob Lach
The system might be extremely disorienting and annoying. What you might want to do is make you view interpolated so it rotates at a fixed maximum rate if you want to simulate anything of this sort. You can try some hackery on the aiming vector and have your mouse control that, while your view lags

[hlcoders] VGUI2 Masking

2006-02-09 Thread William Ravaine
Hey, Im trying to perform masking with VGUI surfaces. My goal is to take a base texture and apply a binary mask texture to it (white = transparent, black = solid) so that I can give my rectangular texture rounded edges or any other kind of shape I want. This is usually done by rendering the

RE: [hlcoders] VGUI2 Masking

2006-02-09 Thread Alfred Reynolds
VGUI2 already supports rendering transparent textures, just override the paint() function of the panel and don't draw where you don't want pixels (your source TGA art for the textures needs to have an alpha channel to make use of this functionality). - Alfred William Ravaine wrote: Hey, Im

RE: [hlcoders] Simulated Animations

2006-02-09 Thread Tim Holt
This and the vectorized aiming idea should get together - dynamic movement of a player hand in a v_ model seem to go (pun intended) hand in hand. Quoting Jay Stelly [EMAIL PROTECTED]: So you're suggesting to simply replace the RagdollBone() call with my own data transformations? yes

RE: [hlcoders] VGUI2 Masking

2006-02-09 Thread William Ravaine
Yes I'm well aware that I can render textures with alpha using VGUI. That's fine for static textures, but in my case I'm only rendering one portion of the original texture, and would like to frame it with a nice circular border. This is for a minimap, but I want to use this masking system for

[hlcoders] reading/restricting binds HL1

2006-02-09 Thread Heimo Stieg
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, is it possible to read the binds of the client? Or if it possible to restrict an specified say bind? In both cases it has to be done serverside( executing cmd's on the client is possible )

Re: [hlcoders] reading/restricting binds HL1

2006-02-09 Thread Adam \amckern\ Mckern
you can readin config.cfg and do an on the fly edit to that 'say' command, dont ask me how, but it seems to be able to get done with plugins - you might want to stick your head in at mani's site, and see if he has anything you might be able to use. --- Heimo Stieg [EMAIL PROTECTED] wrote: This

[hlcoders] Molotov Code

2006-02-09 Thread Gus
Hey all, there's a thread I and some guy who whom are trying to get Molotov code working.somehow he's progressed at his end but not that he posted a tutorial on how he did it we need other peeps to try it out and see whether it really works.here's the thread link..

Re: [hlcoders] VGUI2 Masking

2006-02-09 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I would like to know how to do this too, at present BGII's HUD has a really crappy looking method of making the health bar rise and fall, we need to mask the bit we want gone. I found that the old HL1 EnableScissors function was missing, so I