I do all my stuff in HudInit. Since it happens every time the map changes, period. Except, my way; I actually send the messages to start on the server in the part where it calls gmsgInitHUD, but I actually clear all particle data and lists on the client INSIDE InitHUD (which the message just calls) so essentially, it clears before I send any new updates. Works perfectly.
-omega Blackened Interactive - http://blackened-interactive.com Front Line Force - http://www.flfmod.com -----Original Message----- From: [EMAIL PROTECTED] [mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of Brandon "Axis" Russell Sent: November 13, 2002 2:58 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] detecting mapchange client-side One problem I see with that though is if they reload the same map then it wouldnt get re-initialized. You could try using a MSG to send to re-connecting clients as stated below here to send the server info you need. Or, if you got code client side you need to just reset values to or something you could try using VidInit() functions. I believe those are only called on level reloads\loads. -Brandon "Axis" Russell Programmer for Day of Defeat -----Original Message----- From: [EMAIL PROTECTED] [mailto:hlcoders-admin@;list.valvesoftware.com]On Behalf Of Cortex Sent: Wednesday, November 13, 2002 11:56 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] detecting mapchange client-side Hey ! I finally got it to work !! I use the method that is used in the new (SDK 2.3) overview code. It checks at each call of "Reset" if the name of the map has changed (using gEngfuncs.pfnGetLevelName()). If it has changed, I delete my rain until I get a new message from the server. It works great. Thx for your help anyway - Cortex : HL ALBATOR coder & mapper - [EMAIL PROTECTED] & ICQ : 71548738 Cortex wrote: > Hi, > > I've a problem since several months (but I didn't tried to fix it for > several months ;p). In fact, I want to detect mapchange from > client-side. > > Nowadays, I check it from the CHud::Redraw function : > if (!intermission) > .... > else > // It's an intermission > > It works fine for intermissions. But my problem is with some "brute" > map change. For instance, if the user types "map blabla", my code > won't detect it... > > For the story, I want to detect that to disable rain at map change > (else, the rain will continue to fall in the next level !). > > Any help would be greatly appreciated. > > - Cortex : HL ALBATOR coder & mapper > - [EMAIL PROTECTED] & ICQ : 71548738 > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

