RE: [hlcoders] Additional Weapon Functions

2003-02-27 Thread omega
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


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RE: [hlcoders] Additional Weapon Functions

2003-02-27 Thread Michael Shimmins
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

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RE: [hlcoders] Additional Weapon Functions

2003-02-26 Thread omega
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

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RE: [hlcoders] Additional Weapon Functions

2002-12-05 Thread omega
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

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RE: [hlcoders] Additional Weapon Functions

2002-12-04 Thread Georges Giroux
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

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Re: [hlcoders] Additional Weapon Functions

2002-12-04 Thread jc
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

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RE: [hlcoders] Additional Weapon Functions

2002-12-03 Thread Michael Shimmins
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 :)

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Re: [hlcoders] Additional Weapon Functions

2002-12-03 Thread polymorph
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 :)

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