I started playing with the SDK just a few hours ago and I can't say I'm very
elite when it comes to C++ so here's my noob question:
I altered the glock and increased it's rate of fire _alot_ .
In CGlock::GlockFire I added
if (m_iClip = 2) {
m_iClip--;
}
(Glock will always have atleast one
just add a new variable to CGlock which holds the last time you increases the number
of rounds.
If enough time has passed, you can add one more.
if(m_iClip = 99
m_fAdd gpGlobals-time + .25){
m_fAdd = gpGlobals-time;
m_iClip++;
}
isnt there already another weapon in hl which does something
oops, it was
if(m_iClip = 99
m_fAdd gpGlobals-time - .25){
m_fAdd = gpGlobals-time;
m_iClip++;
}
Am 26.06.2002 11:06:18, schrieb John Frings [EMAIL PROTECTED]:
I started playing with the SDK just a few hours ago and I can't say I'm very
elite when it comes to C++ so here's my noob question:
Why don't you use Client-side tracelines ?
I use them for my TriApi rain and it works well.
I do one and get the end position of each poly. Then I make them go down
until they reach the en position.
And, it's worth asking :) why do I get a Trace backup 0.0 message at the
console sometimes ? It's
Why don't you use Client-side tracelines ?
I use them for my TriApi rain and it works well.
I do one and get the end position of each poly. Then I make them go down
until they reach the en position.
And, it's worth asking :) why do I get a Trace backup 0.0 message at the
console sometimes
From: Johannes Lampel - JoeBOT [EMAIL PROTECTED]
oops, it was
if(m_iClip = 99
m_fAdd gpGlobals-time - .25){
m_fAdd = gpGlobals-time;
m_iClip++;
}
Very nice .. but does gpGlobals-time hold an integer value or a long value?
It seems it will only slow down like its supposed to if I do
Very nice .. but does gpGlobals-time hold an integer value or a long value?
It seems it will only slow down like its supposed to if I do like this:
gpGlobals-time holds a float value.
The globalvars_t structure (what gpGlobals points to) can be found in the
engine\progdefs.h file.
Jeffrey
Thanks, I solved it after hurting myself for a while when I realized I was
using m_fAdd as a long integer instead of float..
It was a few years since I coded C++ but I think it's comming back (even if
it's comming back a bit slow ;)
I think I'm getting this gunpart sorted out now and I'm pretty
OK, thx... And, finally... I didn't really understood what you said before.
I quote from your previous message :
It keeps backing up from the end point until it hits non-solid space. Like
the comment says, it shouldn't really happen, but it does occasionally.
What shouldn't really happen but
OK, thx... And, finally... I didn't really understood what you said before.
I quote from your previous message :
It keeps backing up from the end point until it hits non-solid space. Like
the comment says, it shouldn't really happen, but it does occasionally.
What shouldn't really happen
Hello Scott,
Tuesday, June 25, 2002, 11:01:00 PM, you wrote:
SV Or the question has been asked many times before and people getting tired of
SV repeating the answer. :( Make sure you search for your question in previous
SV posts before posting, as there is a very good chance somebody has
Now back to the regularly scheduled topic ;)
any know of the post I am speaking of or the individuals I can speak to
regarding the
post?
-Ron
-Original Message-
From: Cortex [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, June 26, 2002 12:45
To: [EMAIL PROTECTED]
Subject: Re:
Ron: what exactly is your question? The particle system recently
discussed, I believe, was mine, which is available for any mod that
wants it. It is currently being used in Quest, Hostile Intent, and
something by C4 Software.
Persuter
-Original Message-
From: [EMAIL PROTECTED]
I was just looking for a working particle system that I could use for
ideas and to answer some of my own questions from, I am in no way
looking to use someone else's engine. I am in the mist of my own
creation and just need something to peek at
-Ron
-Original Message-
From: [EMAIL
I am writing my own :)
Just looking to peek at others work to see how things were/are done and
for some ideas.
Mine is using STL vice a stock home grown linked list
-Ron
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Miguel
Aleman
Sent: Wednesday,
Hi Im trying to make a button you can drag around in VGUi. im extending a class of
CommandButton, but I am unsure how to add a function that is called when the mouse
click goes down on the button, and one when it goes up. Like OnMouseDown or something
like that. Any help is much appreiciated.
the url is now http://nehe.gamedev.net because gamedev changed their hosting
layout.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Miguel Aleman
Sent: Wednesday, June 26, 2002 7:20 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Particle System
Another issue I am facing is how to have the server initiate a particle
I was thinking of using a generic HUD message and send it along a
#DEFINE like the menu system does, but not sure how effect/destructive
that would be
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Hello Scott,
Tuesday, June 25, 2002, 11:01:00 PM, you wrote:
SV Or the question has been asked many times before and people getting tired of
SV repeating the answer. :( Make sure you search for your question in previous
SV posts before posting, as there is a very good chance somebody has
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