You can still get to the menu by pressing ESC. > > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]] On Behalf Of Cortex > Sent: Sunday, December 29, 2002 8:40 PM > To: [EMAIL PROTECTED] > > You could do : > CLIENT_COMMAND (pPlayer->pev, "unbindall"); (where pPlayer is > a pointer to the player). > > Then, all the keys won't have any effect. Then, after the end > of the sequence, you call : > CLIENT_COMMAND (pPlayer->pev, "exec config.cfg"); and all the > binds will reappear :p > > - Cortex : HL ALBATOR coder & mapper > - [EMAIL PROTECTED] & ICQ : 71548738 > > Ryan "Professional Victim" Desgroseilliers wrote: > > I've run into something of a problem during my coding work for the > > Nightwatch mod, regarding the way Half-Life handles saving. > There are > > a few situations where saves of any kind would be quite problematic > > both programmatically and from a design standpoint, such as the > > introductory camera sequence, and I've been trying for some time to > > find a way to stop players from saving at those points > using the SDK, > > with no luck. Since this is a single player mod and cheating isn't > > really an issue, the Quick Save functionality can probably > be worked > > around fairly easily by simply removing the bind option, but I can > > find no way to stop saves initiated from the menu interface. > > > > Does anyone know of a way that the engine could be prevented from > > accepting save commands? > > > > _______________________________________________ > > 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 > >
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