Re: [hlcoders] (no subject)
Lady Gageateam ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon script overrides
Well, I'm having some more issues. I have a simple temporary solution of using a placeholder model with different skins to represent different items - it works fine, but the weapon selection is broken. I overrode the filter for not picking up weapons you already have with an exception for weapon_item, which also works. The problem being the actual weapon selection as stated earlier, I can select one, then the other, but after that I can't switch back again. I've been rooting around in the weapon_selection.cpp file and hud_weaponselection.cpp file and haven't been able to find much that works. I'd hope it will be a lot easier than getting the weapon_item working in the first place... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Just a dab'll do ya. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Or ten pounds, actually. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon script overrides
All that's really worrying me right now is the fact that it seems to be impossible to get the string itself to actually network to the client.. Here's the latest code by the way: (I updated DEFINE_AUTO_ARRAY_KEYFIELD like you suggested, by the way) http://pastebin.com/uYxviT6W http://pastebin.com/TUcupE1T I'm frankly about ready to give up on thisI'd like to at least get a rough build going, even if it's sloppy and inefficient, just a bare minimum of allowing me to even START the project would be lovely. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon script overrides
Yaay the custom build step managed to break itself. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon script overrides
As it turns out: The Msg command not working was due to it being in the Spawn function. In hud_weaponselection.cpp, the weapon name is pulled from the script, not the actual GetPrintName() function. Now I have a temporarily workable solution, just without viewmodels. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Weapon script overrides
I currently have a goal - make an inventory system using the existing weapon framework. I have a fairly good plan: weapon_item Needs several keyvalues; View Model - Overrides the weapon script for view model. World Model - Same as above but with world. Bucket number - Position horizontally in the weapon list. Bucket order - Vertical bucket position. Display Name - Self explanatory ~edit ALTERNATIVELY Instead of specific keyvalues for the above properties, a single one loading a script (say, scripts/items/pipe.txt) Already tried this method but ran into more difficulties. I THOUGHT they were good plans anyway... Then I tried to code them. So far, my only results have been a world model showing, and the weapon slot/bucket being correct. View model and display name are currently NOT working, and I can't determine why. Here is the code for both client and server: Client - http://pastebin.com/ZesQCzeY Server - http://pastebin.com/G9ib6ik2 Much of it is a mess of overrides to the CBaseCombatWeapon class, but I feel as though there is a simpler way it could be done... Right now I've done the terrifically barbaric solution of hardcoding all the names and viewmodels and referring to them based on an integer in the keyvalues - integers seem to be the only thing I can properly network. Originally posted on steam forums, but I'm getting desperate now... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon script overrides
Another thing I've noticed seems to be that even directly forcing the values in GetPrintName() and the other similar functions does not work. Is there some specific thing going on in CBaseCombatWeapon preventing those functions from being overridden in derived classes? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon script overrides
Also, in env_projectedtexture.cpp there is: DEFINE_AUTO_ARRAY_KEYFIELD( m_SpotlightTextureName, FIELD_CHARACTER, texturename ), Does this mean it doesn't need a Keyvalues() function or is it something else? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon script overrides
And I did some more testing, put in two message functions, both in the spawn function but on client and server: Msg(CLIENT - VM: %s WM: %s DN: %s B1: %i B2: %i \n, m_szViewModel, m_szWorldModel, m_szDisplayName, m_iBucket1, m_iBucket2); Msg(SERVER - VM: %s WM: %s DN: %s B1: %i B2: %i \n, m_szViewModel.Get(), m_szWorldModel.Get(), m_szDisplayName.Get(), m_iBucket1.Get(), m_iBucket2.Get()); Unfortunately, it's STILL not transmitting to the client - SERVER - VM: models/weapons/v_crowbar.mdl WM: models/weapons/w_irifle.mdl DN: Rage test B1: 1 B2: 2 CLIENT - VM: WM: DN: B1: 0 B2: 0 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders