RE: [hlcoders] Additional Weapon Functions
I don't know, it never worked for me in 2.0 when I needed a third attack key either, so I just hijacked IN_RELOAD (I didn't need it, every weapon was energy based) for my tertiary attack key. I then used IN_ALT1 for dash. I didn't notice that IN_RUN wasn't used until I recently changed keys around in FLF=) -omega Frontline Force - http://www.flfmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Shimmins Sent: February 27, 2003 4:00 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Additional Weapon Functions I can't explain this, however it worked in 2.1 and seems to no longer work in 2.3 I appologise and will email bigguy to have it removed. Shimms ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Additional Weapon Functions
I can't explain this, however it worked in 2.1 and seems to no longer work in 2.3 I appologise and will email bigguy to have it removed. Shimms -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of omega Sent: Thursday, February 27, 2003 1:28 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Additional Weapon Functions Its because the SDK documentation is a little misleading. You can't add any extra actual states (as in; you can't add any new bits to pass over, you can still make as many kbutton_t's as you want though.) its capped at 16 bit, and theres no way to increase it without modifying the netcode in the engine. You'll have to replace IN_ALT1, or the other unused flag that I discovered the other day; IN_RUN So if you rename IN_RUN to IN_ATTACK3, it should work. And you'll be able to use IN_ATTACK3 elsewhere on the server/client. -omega Frontline Force - http://www.flfmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeff Thornhill Sent: February 26, 2003 5:35 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Additional Weapon Functions So I've been trying this for a while, using Michael Shimmins tutorial (http://hlpp.telefragged.com/tuts/multi-fire-modes.htm) and have thus far been unable to get it to work it to work. I gave up on it before when Michael himself was helping me with it and now have decided to tackle it again. It seems that the the code gets stuck in the client.dll, in input.cpp at the following stick of code: if (in_attack3.state & 3) { bits |= IN_ATTACK3; } I threw an alert in there and it seemed to loop for a few minutes, and then stopped. Anyone know what might be cause it, or if there's a better way to be doing this than Michael suggests? -Jeff ___ 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] Additional Weapon Functions
Its because the SDK documentation is a little misleading. You can't add any extra actual states (as in; you can't add any new bits to pass over, you can still make as many kbutton_t's as you want though.) its capped at 16 bit, and theres no way to increase it without modifying the netcode in the engine. You'll have to replace IN_ALT1, or the other unused flag that I discovered the other day; IN_RUN So if you rename IN_RUN to IN_ATTACK3, it should work. And you'll be able to use IN_ATTACK3 elsewhere on the server/client. -omega Frontline Force - http://www.flfmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeff Thornhill Sent: February 26, 2003 5:35 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Additional Weapon Functions So I've been trying this for a while, using Michael Shimmins tutorial (http://hlpp.telefragged.com/tuts/multi-fire-modes.htm) and have thus far been unable to get it to work it to work. I gave up on it before when Michael himself was helping me with it and now have decided to tackle it again. It seems that the the code gets stuck in the client.dll, in input.cpp at the following stick of code: if (in_attack3.state & 3) { bits |= IN_ATTACK3; } I threw an alert in there and it seemed to loop for a few minutes, and then stopped. Anyone know what might be cause it, or if there's a better way to be doing this than Michael suggests? -Jeff ___ 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] Additional Weapon Functions
Yeah, I discovered that back in june of 2000 when I read the doc that came with the 2.0 sdk where it says you can add buttons (that was one of the main reasons I waited for the 2.0 sdk before actually working on one of my other mods, which is now defunct mind you), but alas, you can't for that reason. And since we can't modify entvars_t .. (omfg. I wish we had access to the engine sometimes, if entvars_t is anything like its equiv in quake1, it would take 30 seconds to add extra fields or change current ones for the next hl patch) -omega Blackened Interactive - http://blackened-interactive.com Front Line Force - http://www.flfmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Georges Giroux Sent: December 4, 2002 3:35 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Additional Weapon Functions I don't see how that could work... pev->buttons is defined only as an unsigned short (16 bits). The defines for the new buttons are: #define IN_ATTACK3 (1 << 16) #define IN_ATTACK4 (1 << 17) Clearly shifting by 16 or 17 bits will not work since the unsigned short is only 16 bits. So this solution is not possible.. Project Lead/Coder Gladiator mod [EMAIL PROTECTED] ICQ: 11425443 http://gladiator.lan-gaming.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of jc Sent: Wednesday, December 04, 2002 1:41 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Additional Weapon Functions so the multi fire mode tut thing works? i tried it and couldnt get it going (prolly need to mod the delta.lst?? ah who cares, i've worked around that anyway) anyway, my point is i saw some post saying that the stuff in the tut was not possible (over @ thewavelength.net) whos' right? jc ___ 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] Additional Weapon Functions
I don't see how that could work... pev->buttons is defined only as an unsigned short (16 bits). The defines for the new buttons are: #define IN_ATTACK3 (1 << 16) #define IN_ATTACK4 (1 << 17) Clearly shifting by 16 or 17 bits will not work since the unsigned short is only 16 bits. So this solution is not possible.. Project Lead/Coder Gladiator mod [EMAIL PROTECTED] ICQ: 11425443 http://gladiator.lan-gaming.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of jc Sent: Wednesday, December 04, 2002 1:41 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Additional Weapon Functions so the multi fire mode tut thing works? i tried it and couldnt get it going (prolly need to mod the delta.lst?? ah who cares, i've worked around that anyway) anyway, my point is i saw some post saying that the stuff in the tut was not possible (over @ thewavelength.net) whos' right? jc ___ 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] Additional Weapon Functions
so the multi fire mode tut thing works? i tried it and couldnt get it going (prolly need to mod the delta.lst?? ah who cares, i've worked around that anyway) anyway, my point is i saw some post saying that the stuff in the tut was not possible (over @ thewavelength.net) whos' right? jc ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Additional Weapon Functions
You can add more buttons such as IN_ATTACK etc. http://hlpp.telefragged.com/tuts/multi-fire-modes.htm If you have probs, email me at [EMAIL PROTECTED] not [EMAIL PROTECTED] as it says to. Hope this helps, Michael Shimmins The Absconder Effect (http://www.tae-mod.com) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of polymorph Sent: Wednesday, December 04, 2002 1:54 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Additional Weapon Functions At 05:59 PM 12/3/02 +00-03, you wrote: Try and add them as console commands and bind them to appropriate keys. Then just have some flag to be toggle on/off and call the CBasePlayerWeapon functions.. just declare two more ThirdAttack() and FourthAttack() or something. AFAIK you cannot add any more buttons like IN_ATTACK to the buttons variable. This was a rather vague approach and it's actually 4:00 AM here, so excuse me :) ___ 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] Additional Weapon Functions
At 05:59 PM 12/3/02 +00-03, you wrote: Try and add them as console commands and bind them to appropriate keys. Then just have some flag to be toggle on/off and call the CBasePlayerWeapon functions.. just declare two more ThirdAttack() and FourthAttack() or something. AFAIK you cannot add any more buttons like IN_ATTACK to the buttons variable. This was a rather vague approach and it's actually 4:00 AM here, so excuse me :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders