Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread botman
- Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, January 02, 2002 7:56 PM Subject: RE: [hlcoders] Items.cpp (MyTouch) Jeff, Look in items.cpp all those MyTouch are BOOL. Ah, okay. CItem::ItemTouch() (which is of type void)

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Varlock
I do not claim to understand how compilers work and whether something SHOULD work or whether it shouldn't or why, but I have a suggestion for you. I've had a problem similar to this before, and it seems that you must seperate any 'if' statements where you are checking to see if a pointer

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread botman
- Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, January 02, 2002 9:15 PM Subject: RE: [hlcoders] Items.cpp (MyTouch) What is wrong with this? while ( (pPlayer = (CBasePlayer*)UTIL_FindEntityByClassname( pPlayer, player )) !=

[hlcoders] Removing items at level start

2002-01-03 Thread Dave R. Meyers
Ok, in my items spawn functions, I set the flags to kill_me, and so the items do not spawn or respawn. But the problem I am getting now is that when I go back into the map to start to add my own stuff where I want it, I get an out of edicts error, which I understand is from having too many items

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Reedbeta
Well, if you only want to find players in the 600-unit radius, I would not use UTIL_FindEntityInSphere, since that finds all entities (not just players). I was thinking something like this: TraceResult tr; Vector vecSpot; CBaseEntity *pEntity; // Loop through all player slots for (int i = 1; i

[hlcoders] Weapon slots

2002-01-03 Thread Yacketta, Ronald
Folks, Can someone give mea reference point as to how in the heck the weapon slots are associated with The weapon sprites? I am changing slots around and notice that the weapons in each slot now do not match The associated sprite for that slot :( Regards, Ron

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Oskar 'Zoot' Lindgren
four times here... - Original Message - From: omega [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, January 03, 2002 9:44 PM Subject: Re: [hlcoders] Items.cpp (MyTouch) i only got it once. -omega Blackened Interactive http://www.nofadz.com/blackened IRC: irc.gamesnet.net

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Yacketta, Ronald
Actually the code works.. For some reason unknown to me I have a Think() for the Flash class, it is a void EXPORT Think() When I set and use it I get an error saying No export for item_flash::Think() *boggle* but then again it is declared as Void EXPORT Think() So my crash was well before it got

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread botman
- Original Message - From: Varlock [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, January 03, 2002 1:55 PM Subject: Re: [hlcoders] Items.cpp (MyTouch) I do not claim to understand how compilers work and whether something SHOULD work or whether it shouldn't or why, but I

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread omega
to add more to the mystery, i didnt even get my own post on that back to me =) -omega Blackened Interactive http://www.nofadz.com/blackened IRC: irc.gamesnet.net channel: #blackened-interactive Assistant Coder, Underhive (http://www.underhive.com) - Original Message - From: Oskar 'Zoot'

Re: [hlcoders] Weapon slots

2002-01-03 Thread Dave R. Meyers
hud,txt is a good place to start. that or the weapon file itself, but I believe the hud.txt is the right file. Dave - Original Message - From: Yacketta, Ronald [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, January 03, 2002 11:02 AM Subject: [hlcoders] Weapon slots Folks,

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Erik Johnson
E-Mail server was acting up a bit this morning. Everything should be back to normal in a couple of hours. Erik -Original Message- From: omega [mailto:[EMAIL PROTECTED]] Sent: Thursday, January 03, 2002 2:48 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Items.cpp (MyTouch) to add

Re: [hlcoders] Weapon slots

2002-01-03 Thread Gareth Llewellyn
Each bucket and its respective slot start at 0 Therefore the crowbar is: Bucket 0 Slot 0 The sprites are governed by the weaponname.txt in the sprites folder. Sorry I can't be of more help I aint at my HL editing PC. Gareth LlewellynInNeedOfTherepy-Project Leader-Lead Coder-Lead

Re: [hlcoders] ogc required to play??

2002-01-03 Thread _Phantom_
reply below.. - Original Message - From: Nicolai Haehnle [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, January 03, 2002 3:31 PM Subject: Re: [hlcoders] ogc required to play?? Am Mittwoch, 2. Januar 2002 22:56 schrieben Sie: Then the hook only need to listen on the network

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Yacketta, Ronald
Sorry.. I forwarded it one this morning when I noticed it was not on list.. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: Thursday, January 03, 2002 3:21 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Items.cpp (MyTouch) How many

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Yacketta, Ronald
That is exactly what I thought! So I removed the EXPORT and still get the item_flash:Think(0 EXPORT crash -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Reedbeta Sent: Thursday, January 03, 2002 7:15 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders]

[hlcoders] Direct 3D Issues

2002-01-03 Thread Nathan Taylor
Hi, I am running a Windows XP system with my GeForce 3 video card and I seem to have noticed an error in Half-Life Direct 3D. I first got this error on my Voodoo 5 and thought it was just because 3dfx and Windows XP are incompatible but the error carried over with the new card as well. Anyways,

RE: [hlcoders] Weapon slots

2002-01-03 Thread Yacketta, Ronald
Title: Message Could you kindly explain this a little better.. bucket? never heard of or seen that term related to weapons before -Ron -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Gareth LlewellynSent: Friday, January 04, 2002 1:59

Re: [hlcoders] Direct 3D Issues

2002-01-03 Thread Oskar 'Zoot' Lindgren
yeah, XP + games are funny... I get "auto wallhack" if i try runing in Direct 3D. - Original Message - From: Nathan Taylor To: HLCoders Sent: Friday, January 04, 2002 3:17 AM Subject: [hlcoders] Direct 3D Issues Hi, I am running a Windows XP system with

Re: [hlcoders] Direct 3D Issues

2002-01-03 Thread Nathan Taylor
haha - Original Message - From: Oskar 'Zoot' Lindgren Sent: Thursday, January 03, 2002 9:27 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Direct 3D Issues yeah, XP + games are funny... I get "auto wallhack" if i try runing in Direct 3D. - Original Message - From: Nathan

Re: [hlcoders] ogc required to play??

2002-01-03 Thread leming
The idea is out there.. if anything is to be done, the main part of it has to be done server side. Anyone can break their client side software, but to break something server-side, the admin of the server (or account) is the one responsible, and if he isnt responsible, well, there are laws (in

Re: [hlcoders] Weapon slots

2002-01-03 Thread [DRP]Avatar-X
Weapons in half life are arranged into 5 (or 10) "buckets" Each bucket can hold up to 4 weapons. The bucket is the little number you see in the hud, and each bucket corresponds to one keyboard numeral Buckets are ordered starting with 0, so pressing "slot1" on your keyboard opens bucket 0 Now,

Re: [hlcoders] Weapon slots

2002-01-03 Thread Dave R. Meyers
OK, I got it now. int CCrossbow::GetItemInfo(ItemInfo *p){p-pszName = STRING(pev-classname);p-pszAmmo1 = "bolts";p-pszAmmo2 = NULL;p-iMaxAmmo2 = -1;p-iSlot = 2;//This is the "bucket"p-iPosition = 2; // This is the position in the bucketp-iId = WEAPON_CROSSBOW;p-iFlags = 0;return 1;} A

RE: [hlcoders] Weapon slots

2002-01-03 Thread Yacketta, Ronald
Title: Message I follow some what... p-iSlot = 3; // Buckerp-iPosition = 0; // Slot in bucker BUT where do I make changes so that the hud has the right weapon in the right bucket? right now the above is for a new gun, but it displays the old HL sprite for that bucket/slot combo...

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Reedbeta
--- omega [EMAIL PROTECTED] wrote: you can still use findentityinsphere. thats what entity-IsPlayer() is for. so you can distinguish between them. Of course you can, but the method I used seems cleaner, faster, and less error-prone to me. BTW I forgot to mention in my previous email that if