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
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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
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//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)
this one will work engine-ClientCmd( bind 9
spec_player \3d shaGuar\n );
--- linux servers [EMAIL PROTECTED] wrote:
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//For lack of a better method, Would any of these
work in a server plugin?
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
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
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
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
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
This is a multi-part message in MIME format.
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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 )
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
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..
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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
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