Unfortunately for you, he's right. In my opinion of course.
It's not hard to figure things out on your own, it seems like every problem you have that requires a bit of thought, you have a thread for it here on the mailing list. The mailing list is here to help when you, have a problem with something, or need pointers on how to do something, AFTER you spent the a decent amount of time trying to figure it out on your own. The mailing list is not here to walk you through making a mod every step of the way. No offense of course, just an observation. - voogru. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Friday, March 11, 2005 3:52 PM To: [email protected] Subject: Re: [hlcoders] Weapon equipment Yes thank you mr. jackass for those comments. They are a great help. Why not skip emails you can not answer or better yet, get off this list because you are one of those people who are perfect at everything and never needs help? (laugh) So why not sit down, shutup and let someone answer who can give help. Which is what this list is for, and to Not to be flamed or mocked by a schmuck like yourself. The questions asked were not HOW to code it but maybe some pointers where to approach this at. I do not think it was much to ask, as long as it took you to type the below and run your spell check, so you didn't look more like an ass. You could of just said, "check here or there" r00t 3:16 CQC Gaming www.cqc-gaming.com ----- Original Message ----- From: "Justin Harvey" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Friday, March 11, 2005 9:45 AM Subject: Re: [hlcoders] Weapon equipment Quoting "r00t 3:16" <[EMAIL PROTECTED]>: > Forgot to mention, the server side will have options to disable weapons if > the server admin wants this. > eg: restrict_primary m4 > or something similar. > > After looking through the sdk it seems this is all done client side, for > hl2MP sdk for selecting a weapon... Maybe you should give us a list of features you're planning to have in your mod so we can start work on them straight away. Now that mocking & sarcasm is out of the way. In my experience there are three key things to YOU can do to implement new features or solve problems you're having: Think, Research and Hard work. Think about the problem or feature. You should think about everything it might impact. How you might implement it. Thinking can and should be done every where, while driving, on the toilet, in the shower, my favorite - while shaving. Research. Examine the SDK for similar features, search through the files. You should continue to think while in this phase. Spend a lot of time here, the more familiar you become with the SDK the easier it will be to implement new features. Hard work. There no getting around this one. Game development is hard work. If your first idea to solve a problem or implement a feature doesn't work after spending an adequate amount of time working on it return to thinking about it and research it more. And then - AFTER you've done your due diligence, ask for help, you'll get more respect and will be more likely to get help. Justin -- www.neotokyohq.com _______________________________________________ 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

