Oups, I didn't notice that lol
sorry :\
- Cortex : HL ALBATOR coder & mapper
- [EMAIL PROTECTED] & ICQ : 71548738
Philip wrote:
> 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?
>>>
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>>
>>
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>
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