Re: [hlcoders] C_BaseAnimating::DispatchMuzzleEffect
Thanks a million excellent explanation. Cheers, Mike. - Original Message - From: Matt Boone [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, May 04, 2005 9:07 PM Subject: RE: [hlcoders] C_BaseAnimating::DispatchMuzzleEffect It comes from an animation event. Char *options is the options parameter to the event, and usually holds information about the muzzleflash, eg what style to draw or a scale value. Eg your fire animation might include this event: $sequence fire Fire01 snap fps 30 activity ACT_VM_PRIMARYATTACK 1 { event AE_MUZZLEFLASH 0 357 muzzle } In this case, 357 refers to the type of muzzleflash to draw, and muzzle is a reference to the attachment point name where you want the effect to be created. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Blowers Sent: Wednesday, May 04, 2005 5:55 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] C_BaseAnimating::DispatchMuzzleEffect Can anyone tell me where const char *options comes from ? It is used to set the weaponType to the required muzzleflash, trouble is I've been getting assert errors, I stuck in a DevMsg and the token is not what I expected it to be... To sort this out I really need to know exactly where the token comes from. I almost believe it's from the viewmodel specified in the weapon_.txt file ? Please help Cheers, Mike. ___ 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
Re: [hlcoders] Doors func_door_rotating / prop_door_rotating
couldn't you just add that flag to the normal door rather than creating a whole new entity? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Doors func_door_rotating / prop_door_rotating
Tried that. I added the One Way flag and did some checks but for some reason when you bump into the door the door disappears lol. Unchecking that the door would not disappear when you bumped into it. I tried to track down what caused the door to disappear and was unable to find the cause of it. So I just made a new door entity which is similar to the rotating prop door except it ones 1 way ... - Original Message - From: Andrew British_Bomber Ritchie [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, May 05, 2005 7:06 AM Subject: Re: [hlcoders] Doors func_door_rotating / prop_door_rotating couldn't you just add that flag to the normal door rather than creating a whole new entity? ___ 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
[hlcoders] Just a few questions!
Just a couple of things that have me thrown at the moment! I need to secure some material files against modification, obviously, we can do things like mark them as read only and set them as hidden files, however, we'd like to put in crc checks against the clients versions - I know there's a checksum_crc.cpp but I've not the slightest idea how to use it or even if I can - I've looked at the code and nothing obvious jumps out - any chance of some documentation for it? I've got a majorly weird spawn bug - standard spawning code, with slight modification to provide for different entity names however, during spawn it's common to find players trapped within each other, as if there are insufficent spawn spots. I've been scratching my head over it and really can't think of much else to try - the only thought our team has come up with is to put in a slight delay between player spawns at the start of a round to see if that helps at all. Any ideas on how I might go about fixing that up would be much obliged as it's been the bane of the teams existence for a while now. Finally, a semi-art, semi-code question, is there any reason that HL2 doesn't support alpha transparent vertex lit models? We've tried it as part of a shader fallback and they come out as bright white models with vertices that stretch out to infinity. We can do it with unlit models, but that makes them bright as day in dark areas. I'll happily post up code if you reckon it'll help at all, cheers for any ideas or thoughts! Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] so no code talk
ok guys i know this is probably the wrong place to ask but you clever folk are certainly the people who will know, so please spare me a minute. You may or may not be aware of the feature built into cs 1.6 that will automatically take an end game screenshot and name it after the map you are on, eg dust, where the will become 0001 the next time an end game screen shot is taken on dust, this obviously prevents the file overwriting. i need a key bind that'll start my demo for me, name it in the same way end game screenshots are named and stop recording at the end of the map. even beter would be a command typed somewhere that'll do it all for me, i mean start, name and stop the demo everytime the map is changed. Who is up for the challenge or is this task too far beneath you all. Cheers for reading anyways. [HM] Doom _ Winks nudges are here - download MSN Messenger 7.0 today! http://messenger.msn.co.uk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] so no code talk
Dominic, At 06:48 PM 5/5/2005, Dominic Afonso wrote: ok guys i know this is probably the wrong place to ask but you clever folk are certainly the people who will know, so please spare me a minute. This is the wrong place, indeed. This list if for programmers developing mods, not for CounterStrike support. If any of us help you with your little problem, then they would be encouraging more non-programmer morons who know this is probably the wrong place, but insist on coming here to clutter up the list with garbage traffic like yours. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 2 questions
Hello I'm sure you still rememeber me. First I just wanted to clear my self from looking like a complete nub - I do have programming experiance and have even made full games (althought they suck) in Visual Basic. Anyway thanks for your suggestions and I am indeed looking through C++ tuts and fooling around with the SDK. However I have 2 questions: I have created the team menu (it shows up and lets you select the team you want) but when you click on say, the first team (team A) it says you've joined spectators (which is the 3rd button)... so it seems the buttons are in the wrong order. I defined the teams in the proper order as they appear in the team menu (1st is Team A, 2nd is Team B, 3rd is Spectate) so any help would be great... Last question is I am testing my hl2 dm 'mod' (just the hl2 dm sdk with a few alterations and a test map I made) but when my friend created a server it didn't show up in the server list. The same thing happend to me - it creates the game as a lan match instead of an internet match - why is this? We tried svlan 0 and it said it connected to the steam networks but the game still didn't show up under internet games (directly adding the IP to favorites also didn't work) Thanks in advance and I will continue my adventures in the wonderful world of C++. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] hl2mpscoreboard
The width of the sections are defined as enum's CSTRIKE_NAME_WIDTH 160 etc etc I wanted to add more sections to the header. The first one in the header (Wins) is fine but the name kills deaths etc the words are all on top of one another. So the question is how do you align the header of the scoreboard? eg: Name Kills Deaths etc? So the words aren't on top of one another. If you need to see what I am talking about I can provide a screen shot. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] func_button
Why do buttons allow you to push them from a far distance? Anyone else notice this? Unless im missing something, I guess I need to add a func_button_radius or something so the level designer can set the radius the button is allowed to be pushed in. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] so no code talk
No need to be so harsh... he wasn't 100% sure that it was the wrong place to post. A nicer reply would have sufficed. Dominic, as Mr Hobson put it... this isn't the right place for that. I suggest you find someone to make a plug-in for you that will provide this functionality for you. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael A. Hobson Sent: Thursday, May 05, 2005 10:15 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] so no code talk Dominic, At 06:48 PM 5/5/2005, Dominic Afonso wrote: ok guys i know this is probably the wrong place to ask but you clever folk are certainly the people who will know, so please spare me a minute. This is the wrong place, indeed. This list if for programmers developing mods, not for CounterStrike support. If any of us help you with your little problem, then they would be encouraging more non-programmer morons who know this is probably the wrong place, but insist on coming here to clutter up the list with garbage traffic like yours. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ 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
Re: [hlcoders] Just a few questions!
@1 Try doing a google search for crc's or try cplusplus.net forums (very helpful) @2 This is also common on NS HL1, its becuase the code refrences the loction of spawns, but has not got any real entitys there (correct me if i'm wrong UWE) @3 Try TWL, or VERC --- Chris Janes [EMAIL PROTECTED] wrote: Just a couple of things that have me thrown at the moment! I need to secure some material files against modification, obviously, we can do things like mark them as read only and set them as hidden files, however, we'd like to put in crc checks against the clients versions - I know there's a checksum_crc.cpp but I've not the slightest idea how to use it or even if I can - I've looked at the code and nothing obvious jumps out - any chance of some documentation for it? I've got a majorly weird spawn bug - standard spawning code, with slight modification to provide for different entity names however, during spawn it's common to find players trapped within each other, as if there are insufficent spawn spots. I've been scratching my head over it and really can't think of much else to try - the only thought our team has come up with is to put in a slight delay between player spawns at the start of a round to see if that helps at all. Any ideas on how I might go about fixing that up would be much obliged as it's been the bane of the teams existence for a while now. Finally, a semi-art, semi-code question, is there any reason that HL2 doesn't support alpha transparent vertex lit models? We've tried it as part of a shader fallback and they come out as bright white models with vertices that stretch out to infinity. We can do it with unlit models, but that makes them bright as day in dark areas. I'll happily post up code if you reckon it'll help at all, cheers for any ideas or thoughts! Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com Discover Yahoo! Use Yahoo! to plan a weekend, have fun online and more. Check it out! http://discover.yahoo.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 2 questions
the second is common with all 3rd party mods the first, would have to go to a more experinced programer, i know the map complie tools, but thats it Adam --- Matthew Kelley [EMAIL PROTECTED] wrote: Hello I'm sure you still rememeber me. First I just wanted to clear my self from looking like a complete nub - I do have programming experiance and have even made full games (althought they suck) in Visual Basic. Anyway thanks for your suggestions and I am indeed looking through C++ tuts and fooling around with the SDK. However I have 2 questions: I have created the team menu (it shows up and lets you select the team you want) but when you click on say, the first team (team A) it says you've joined spectators (which is the 3rd button)... so it seems the buttons are in the wrong order. I defined the teams in the proper order as they appear in the team menu (1st is Team A, 2nd is Team B, 3rd is Spectate) so any help would be great... Last question is I am testing my hl2 dm 'mod' (just the hl2 dm sdk with a few alterations and a test map I made) but when my friend created a server it didn't show up in the server list. The same thing happend to me - it creates the game as a lan match instead of an internet match - why is this? We tried svlan 0 and it said it connected to the steam networks but the game still didn't show up under internet games (directly adding the IP to favorites also didn't work) Thanks in advance and I will continue my adventures in the wonderful world of C++. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com __ Do you Yahoo!? Read only the mail you want - Yahoo! Mail SpamGuard. http://promotions.yahoo.com/new_mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] func_button
for some reason, i cant even press buttons, i have to set them to user touch - or am i just a lame mapper, that has no idea what he is doing? --- r00t 3:16 [EMAIL PROTECTED] wrote: Why do buttons allow you to push them from a far distance? Anyone else notice this? Unless im missing something, I guess I need to add a func_button_radius or something so the level designer can set the radius the button is allowed to be pushed in. r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders http://ammahls.com Yahoo! Mail Stay connected, organized, and protected. Take the tour: http://tour.mail.yahoo.com/mailtour.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders