Re: [hlcoders] C_BaseAnimating::DispatchMuzzleEffect

2005-05-05 Thread Mike Blowers
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.

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Re: [hlcoders] Doors func_door_rotating / prop_door_rotating

2005-05-05 Thread Andrew \British_Bomber\ Ritchie
couldn't you just add that flag to the normal door rather than
creating a whole new entity?

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Re: [hlcoders] Doors func_door_rotating / prop_door_rotating

2005-05-05 Thread r00t 3:16
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?
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[hlcoders] Just a few questions!

2005-05-05 Thread Chris Janes
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


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RE: [hlcoders] so no code talk

2005-05-05 Thread Dominic Afonso
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
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RE: [hlcoders] so no code talk

2005-05-05 Thread Michael A. Hobson
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)
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[hlcoders] 2 questions

2005-05-05 Thread Matthew Kelley
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++.

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[hlcoders] hl2mpscoreboard

2005-05-05 Thread r00t 3:16
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
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[hlcoders] func_button

2005-05-05 Thread r00t 3:16
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
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RE: [hlcoders] so no code talk

2005-05-05 Thread Ben Everett
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)


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Re: [hlcoders] Just a few questions!

2005-05-05 Thread Adam \amckern\ Mckern
@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


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Re: [hlcoders] 2 questions

2005-05-05 Thread Adam \amckern\ Mckern
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++.

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Re: [hlcoders] func_button

2005-05-05 Thread Adam \amckern\ Mckern
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


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