- 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)
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
- 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 )) !=
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
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
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
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
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
- 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
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'
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,
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
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
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
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
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]
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,
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
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
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
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
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,
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
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...
--- 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
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