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make sure you have recompiled the client.dll for the new
HL dll else it all goes pear shapped.
Had the same problem for a while, did my head in until I
realised I had a 2.0SDK client.dll in the cl_dlls dir, deleted it and it all
worked fine :)
this happened despite me setting cl_dll 0 in teh
liblist.gam file.. :/
----- Original Message -----
Sent: Tuesday, November 13, 2001 10:18
PM
Subject: Re: [hlcoders] Problem with
Client side animations
On a related topic,
I made a single player coding test mod, I edited player.cpp, player.h,
clinet.cpp, healthkit.cpp, and h_battery.cpp. I changed healthkit.cpp
and h_battery.cpp so the wall chargers never run out. As for the others,
I programmed a parachute style thingy.
Anyways, I compiled it all and ran the mod and everything worked all nice
like except for the weapon animations. They made the appropriate sounds
and flare (lighting when fired) however there were no animations at all.
Why?
----- Original Message -----
From:
Commando
Sent: Tuesday, November 13, 2001 5:03
PM
To:
[EMAIL PROTECTED]
Subject: [hlcoders] Problem with Client
side animations
I have written a knife based very closely on the crowbar in
the SDK. Since I ported it to the 2.2 SDK, the client side
animations are not working correctly. I have gone through my code
line by line and compared it with the crowbar code. I have made
everything the same except for the models and animations.
My
EV_Knife function is not getting called, although the primary attack
is getting called in both client and server dll's. The
PLAYBACK_EVENT_FULL() is getting called in my primary attack. This
means that hit animations work fine (they are not scripted), but the miss
animations don't work. Also, I ported all my other weapons without
a problem, so I think I know everything I need to change (if anyone is
interested, I have a list of changes need to add weapons within the new
2.2 client side scripting model)
From what I can tell, in
HUD_WeaponsPostThink() in hl_weapons.cpp, from->client.m_iId is being
passed in as 0 for the knife when it should actually be 1. Because
of this, the knife isn't being selected as the current weapon. Does
this ring a bell? Anyone know where I should be looking?
This
same thing was also reported to the wavelength forumns with the crowbar,
but it was not answered. To see if it was an SDK bug, I
compiled the release version of the 2.2 SDK and it works. The URL
for that post
is;
http://dynamic.gamespy.com/~wavelength/ubb/Forum3/HTML/008218.html
Any
ideas?
Rob 'Commando' Prouse Tour of Duty
Mod http://www.tourofdutymod.com
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