So I should just make a class that inherits from CBaseAnimating and go on from there, am I getting it right? That's a good suggestion, I'll try this. ________________________________ From: eric brown<mailto:eric.br...@dnbrown.net> Sent: 13.05.2014 01:30 To: Discussion of Half-Life Programming<mailto:hlcoders@list.valvesoftware.com> Subject: Re: [hlcoders] Add a text property to certain game objects
You can extend a class like CBaseAnimating, add a member variable, and then expose it with the DATADESC macros and your FGD file. From: wave....@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sun, 11 May 2014 22:40:46 +0000 Subject: Re: [hlcoders] Add a text property to certain game objects Yeah, I’ve already known about @include, but how would I go on about modifying classes declared in the base (e.g. prop static) in my own fgd? Declare it again and add some stuff I need for my purposes? From: Jesse Oak Sent: Sunday, 11 May, 2014 23:49 To: hlcoders@list.valvesoftware.com As far as the fgd goes you can make modifications to existing entries that are part of the base.fgd you would just have your fgd load in the base.fgd rather then include it in hammer. All you need is @include "base.fgd" at the top of your fgd. That way hammer knows that yours is using the base.fgd rather then to treat them as separate fgds that conflict if you were to just include both in hammer options. On Sun, May 11, 2014 at 3:52 PM, Krzysztof Lesiak <wave....@hotmail.com> wrote: Hello, I would like to be able to associate (mostly, but not only) text information with objects in the game world and I’m thinking about the best way to do this. Should I add stuff to CBaseAnimating, extend the prop classes or do something completely different? I’d like to be able to set the text in Hammer’s entity property dialog, which means I’d have to make some changes to the .fgds as well. The objects I would want to have info would be mostly entities that have a model, hence the idea to modify CBaseAnimating. Lastly, I would prefer a way to achieve this without modifying base.fgd and specifying all modifications in my own .fgd, but that would mean I’d have to “create” new entity types, no? (something like prop_static_extended, etc.). Since I’m not too experienced with the codebase yet, what are your suggestions on this one? Best Regards,Krzysztof _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
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