Re: [hlcoders] Map entities client-side

2002-02-13 Thread Roachfood - the-coming.com
Cant you pass the keyvalues to the client in your message? I know for my mod we have animated plants and items that are on the server side only. For instance when the player touches the animated item, a message is sent to the client tellin it what it is and the inventory/hud info is updated

Re: [hlcoders] Map entities client-side

2002-02-13 Thread ReDucTor
Prasing the BSP Client side is the best way...Although if its just an entity that is used once, then just sent it serverside its easier to setup... I'm gunna lead you through using the BSP Client side... First thing add to your project bspfile.cpp cmdlib.cpp mathlib.cpp scriplib.cpp And

RE: [hlcoders] Weapon Recoil

2002-02-13 Thread Persuter
Might also play around with the values in V_CalcGunAngle on the client-side. You can use that to dynamically change the motion of the gun. Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of [DRP]Avatar-X Sent: Wednesday, February

RE: [hlcoders] Map entities client-side

2002-02-13 Thread Persuter
lol, reductor, yeah, I started looking at bspfile.cpp... Then I just rolled my eyes and didn't do it. It's just something I need to send one time. Making the message was simple in the extreme, I just wanted to know if there was a simpler way that didn't take up net bandwidth on the client-side.

Re: [hlcoders] THE DREADED NOOB POST

2002-02-13 Thread botman
Hello to all the respected established coders of this list. My names Richard and I'm yet another one of those annoying newbie coders who has 100 questions but I'll them brake down to one. snip There isn't any kind of overall reference or API reference to the Half-Life SDK. Fully

RE: [hlcoders] Map entities client-side

2002-02-13 Thread Persuter
Well yeah, that's why I didn't care, just makes sense to cut down on network traffic whenever possible, 'specially if it's easier. Persuter -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Tom Sent: Wednesday, February 13, 2002 12:38 PM

Re: [hlcoders] THE DREADED NOOB POST

2002-02-13 Thread Tom
I found the easiest way was to create a mod (not like release it, just plan out some ideas), because then if you know what your aiming for, you know what you have to do! - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, February 13, 2002 8:39 PM

Re: [hlcoders] THE DREADED NOOB POST

2002-02-13 Thread Ack Doh
here's an idea i've been playing with, i dunno if it would be worth it to you guys but it would definately help me out... I program win32 programs using windows API, if you've never programmed using this, let me tell you there are a LOT of API calls available..i'm still scratching my head over

Re: [hlcoders] THE DREADED NOOB POST

2002-02-13 Thread Christopher Long
i'll have to agree with mr botman. Thats the way i went through it. I'm still not 100% great with the sdk, as i haven't touched triapi, monster ai, player movement prediction OR the model rendering stuff... But i get to each one as i require to make a new change. When first looking at the sdk

RE: [hlcoders] THE DREADED NOOB POST

2002-02-13 Thread Yacketta, Ronald
I agree as well, hell those on the list (Leon?) can defiantly agree that I have asked my share utterly stupid retarded ridiculous absurd moronic questions ;) why? Hell I have no clue about the SDK and don't even attempt to think I do. I have a semi (hell 100% home schooled) grasp (at times) of