-- [ Picked text/plain from multipart/alternative ] Use vmex and decompile the map to find out
On 4/12/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Hmm I don't see a trigger_hurt being spawned on map startup. > > At 2006/04/09 11:59 PM, Michael Kramer wrote: > >-- > >[ Picked text/plain from multipart/alternative ] > >uhh, It isn't like tha ti don't think, I think it has a huge trigger_hurt > >all over the map (except in the building) and the damage is set there. > > > >On 4/9/06, [EMAIL PROTECTED] <[EMAIL PROTECTED] > > > >wrote: > >> > >> What C++ class entity is the dm_runoff nuke damage stored in? Ie, how > >> would I go about correcting the damage to be more for a mod where the > >> standard amount is rather puny? > >> > >> _______________________________________________ > >> 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

