Re: [hlcoders] Making weapons use magazines?
Exactly, make a pointer chain/list, let it sort by amount so that the 'best/fullest' mag is always the first one in the list. On reload you need to move the old mag back into this list if it wasn't empty. This way you can reload one mag after another and each mag holds its own amount of rounds still left in it. -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net - Original Message - From: Draco [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 19, 2005 1:16 PM Subject: Re: [hlcoders] Making weapons use magazines? Then you will have to create a pointer to a struct like ClipMemory or something. whenever you reload old clip find its ammo, do not decrease clip amount. If you want to be able to select old clips then you could make a linked list that is accessed by some sort of VGUI inventory screen, and you could load each one. Personally, old clips sounds like a crappy idea, but that's just me, you go right ahead and try it. ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ 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] Making weapons use magazines?
Then you will have to create a pointer to a struct like ClipMemory or something. whenever you reload old clip find its ammo, do not decrease clip amount. If you want to be able to select old clips then you could make a linked list that is accessed by some sort of VGUI inventory screen, and you could load each one. Personally, old clips sounds like a crappy idea, but that's just me, you go right ahead and try it. ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making weapons use magazines?
What I would do is change the carry ammo in your player to be the amount of clips in reserve, just give it a smaller number. each ammo object you touch gives you 1 more of that number, not 30 or whater. then in your reload, you --decrement the carry ammo variable and set the m_iClip variable in the gun to whatever max clip is. Also, if you want to show a clip dropping out(like in the specialists) precahce the ammo model for that gun and EjectBrass it(or whatever Source uses to make ejecting shells) -- ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Making weapons use magazines?
Thats exactly what I did for clips. It's the most simplest way. Ie: the max ammo the gun can take is say 6 meaning, 6 clips. Then you have clipsize set somewhere. When you pick up ammo, it would give 1 or 2, meaning, 1 or 2 reloads. Not 1 or 2 rounds. The hud then already works fine, you'd just need to change the icons on the hud or whatever. Then it'll show current clip's rounds / numclips on the hud. You just have to modify all the ammo pickup stuff, and the way ammo is packed. Yuou can also reduce bandwidth by changing the send/receive stuff to use a smaller bitsize for ammo too ;) -Original Message- From: Draco [mailto:[EMAIL PROTECTED] Sent: January 18, 2005 4:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Making weapons use magazines? What I would do is change the carry ammo in your player to be the amount of clips in reserve, just give it a smaller number. each ammo object you touch gives you 1 more of that number, not 30 or whater. then in your reload, you --decrement the carry ammo variable and set the m_iClip variable in the gun to whatever max clip is. Also, if you want to show a clip dropping out(like in the specialists) precahce the ammo model for that gun and EjectBrass it(or whatever Source uses to make ejecting shells) -- ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making weapons use magazines?
Yeah, but this doesn't allow him to reload partially used magazines later, like he said he wanted to. On Tue, 18 Jan 2005 18:23:10 -0500, Tony omega Sergi [EMAIL PROTECTED] wrote: That's exactly what I did for clips. It's the most simplest way. Ie: the max ammo the gun can take is say 6 meaning, 6 clips. Then you have clipsize set somewhere. When you pick up ammo, it would give 1 or 2, meaning, 1 or 2 reloads. Not 1 or 2 rounds. The hud then already works fine, you'd just need to change the icons on the hud or whatever. Then it'll show current clip's rounds / numclips on the hud. You just have to modify all the ammo pickup stuff, and the way ammo is packed. Yuou can also reduce bandwidth by changing the send/receive stuff to use a smaller bitsize for ammo too ;) -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Making weapons use magazines?
Basically I am trying to make a system where you reload using magazines. So instead of showing 30 - 120 ammo down at the bottom I want it to say 30 - 4 or whatever. I also wanted to make it to where if you reload with 4 ammo in the magazine that when you reload, you recycle the magazines so if you have 4 clips, you shoot 15 bullets, then reload 4 times, your back to a clip with 15/30 bullets in it. To do this I started by making a structure like so: typedef struct magazine{ int AmmoLeft }; Then I added an instance of that structure ( magazine magazine[4]; ) in the CWeaponMP5 and 2 new ints called CurrentMagazine and NextMagazine. Now I have several questions. One is where do I place the initialization of the amount of ammo in the clip. For instance I first put magazine[0].AmmoLeft = 30; in the CWeaponMP5::Deploy, but then I realized that that would be called every time I switched from shotgun and then back. Another Question is what should I use to subtract ammo from my clip, should I add in the Reload Function a line that says magazine[CurrentMagazine].AmmoLeft -= pPlayer-m_iShotsFired, or in primary fire should I add a call that just says magazine[CurrentMagazine].AmmoLeft--;. In the reload function there is a call to DefaultReload. This looks like it is based strictly on the default ammo, so should i just comment that out and in CWeaponSDK::Reload just add the code to send the animation events and such. Also what file is the code that controls the Ammo display on the hud modified? hud_numericdisplay.cpp?. P.S. When I add a DevMsg(test.\n); in the CWeaponMP5::PrimaryAttack, it always prints out the message twice... why is that? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making weapons use magazines?
Quoting Neonic [EMAIL PROTECTED]: Basically I am trying to make a system where you reload using magazines. So instead of showing 30 - 120 ammo down at the bottom I want it to say 30 - 4 or whatever. I also wanted to make it to where if you reload with 4 ammo in the magazine that when you reload, you recycle the magazines so if you have 4 clips, you shoot 15 bullets, then reload 4 times, your back to a clip with 15/30 bullets in it. To do this I started by making a structure like so: I think your making it too complicated. How about when you hit reload it discards any ammo left in the magazine, and then on the hud divide the ammo reserve by magazine size? Also what file is the code that controls the Ammo display on the hud modified? hud_numericdisplay.cpp?. Mod hud_ammo.cpp or whatever it's called not hud_numericdisplay.cpp(which is used for things like health as well). P.S. When I add a DevMsg(test.\n); in the CWeaponMP5::PrimaryAttack, it always prints out the message twice... why is that? It gets called on both client and server. -- www.neotokyohq.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders