Re: [hlcoders] Player command - Health control? Damage?

2005-01-09 Thread Frank Weima
- Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, January 09, 2005 1:53 AM Subject: Re: [hlcoders] Player command - Health control? Damage? Frank Weima wrote: This is a multi-part message in MIME format. -- [

[hlcoders] About Pose Parameters

2005-01-09 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi all. I'm working in a custom strider model using CBaseanimating class. I have the next problem. The sequence for ACT_IDLE (Idle01) have a pose parameter called body_height. If you

[hlcoders] glow

2005-01-09 Thread Draco
before I begin, this is a HL1 question, not source. I was playing NS today and the AMX plugin made the weapons glow when you spawned. I thought to myself that would be great for the sheilds in my mod!. So I quickely added this to whereever my player model glow stuff was in player.cpp pev-renderfx

[hlcoders] About Pose Parameters (NOTE)

2005-01-09 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] _ De: Jose Luis Gonzalez [mailto:[EMAIL PROTECTED] Enviado el: domingo, 09 de enero de 2005 15:10 Para: 'hlcoders@list.valvesoftware.com' Asunto: About Pose Parameters Note: I'm building

RE: [hlcoders] Keybind / prone

2005-01-09 Thread Jay Stelly
This won't work because you aren't debouncing the key. Two commands get processed in a row and you prone/unprone because you haven't checked to see that the user has released the key before you attempt to change states. We do this (normally called debouncing keys) in the game code using bit

Re: [hlcoders] Keybind / prone

2005-01-09 Thread Daniel Menard
You guys are going through lots of trouble for such a simple thing to implement. The m_nButtons array just shows the state of the keys, if you wanna know which keys went down or up recently you have to use 2 other arrays: m_afButtonPressed and m_afButtonReleased Use them in the exact same way you

Re: [hlcoders] Steam Team

2005-01-09 Thread Andrew Foss
windows 3.1 on a 386SX. on a 14.4 modem. On Fri, 7 Jan 2005 22:23:59 +0100, Elektordi [EMAIL PROTECTED] wrote: A automatic system (bot) running under Windows Me !!! By the way, which OS the server is running ? Elektordi - Original Message - From: Vyacheslav Djura [EMAIL

[hlcoders] External ballistics

2005-01-09 Thread Andrew Foss
Okay, when a bullet leaves a gun, it doesn't fly in a straight line, it drops at 9.8m/s^2. You can, if you fire a gun over a level surface, with the barrel parallel to the ground, drop a bullet at the same height as the muzzle, and the two bullets will impact the ground at the same time. Now,

Re[2]: [hlcoders] Steam Team

2005-01-09 Thread Vyacheslav Djura
Hello Andrew, Sunday, January 9, 2005, 11:40:48 PM, you wrote: AF windows 3.1 on a 386SX. on a 14.4 modem. DOS 5.5 on an IBM286 and 5.25 floppy They are afraid to reply to this question :P P.S. Interesting how much 5.25 diskettes occupied Steam cache files? ;) -- Best regards, Vyacheslav

[hlcoders] Invitation

2005-01-09 Thread Soham Roy
-- [ Picked text/plain from multipart/alternative ] Soham Roy has invited you to join hi5. By joining hi5, you will be connected to Soham and all of Soham's friends. hi5 is the place where friends meet. You can use hi5 for the following purposes: * Find old friends * Meet new people * Browse

[hlcoders] This should not be possible, yet it works!?

2005-01-09 Thread S. Hendriks
This question is for Valve guys actually; There is a problem with accessing cBaseEntity and cBasePlayer from a plugin. This is know, and there is no 'clean' way of doing this right? Some guy, figured out , by luck/chance/knowledge?, to get a plugin compiling and working with cBaseEntity and

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-09 Thread Jeffrey \botman\ Broome
S. Hendriks wrote: This question is for Valve guys actually; ...but others can answer it also. My concern is, how does Valve think about this, and , will this cause trouble later on the road? I can see problems arise when a mod update has some updates in the cBaseEntity and cBasePlayer classes,

Re: [hlcoders] glow

2005-01-09 Thread James Williams
If anyone could tell me how I would make the V_ models glow in first person veiw it would be great:) Take a look at this: http://articles.thewavelength.net/209/ -- -James Corvidae Williams ([EMAIL PROTECTED]) ___ To unsubscribe, edit your list

Re: [hlcoders] Message printing? [CS-Source]

2005-01-09 Thread Lance Vorgin
Well, I've yet to see one work in CS:S. To the best of my knowledge it can't be done, but I beg to be proven wrong. Easy as pie in HL2MP, though. Note: In CS:S, those little messages like The bomb has been planted that look like HudText are actally strings stored clientside - the server just

Re: [hlcoders] Message printing? [CS-Source]

2005-01-09 Thread Frank Weima
Heh well I think that HL2MP/DM has the same code as CSS. I mean the standard Message printing. So if there is a code for HL2MP, where is it, because I can't find it in any file or internet. Maybe because my C# isn't that good yet? Can anyone help? Thanks! - Original Message - From:

Re: [hlcoders] Message printing? [CS-Source]

2005-01-09 Thread SB Childe Roland
Maybe because it's not written in C#? On Mon, 10 Jan 2005 01:26:59 +0100, Frank Weima [EMAIL PROTECTED] wrote: Heh well I think that HL2MP/DM has the same code as CSS. I mean the standard Message printing. So if there is a code for HL2MP, where is it, because I can't find it in any file or

Re: [hlcoders] Message printing? [CS-Source]

2005-01-09 Thread Frank Weima
.. i use C++. Sorry :P - Original Message - From: SB Childe Roland [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, January 10, 2005 1:31 AM Subject: Re: [hlcoders] Message printing? [CS-Source] Maybe because it's not written in C#? On Mon, 10 Jan 2005 01:26:59

Re: [hlcoders] Message printing? [CS-Source]

2005-01-09 Thread Lance Vorgin
Heh well I think that HL2MP/DM has the same code as CSS. You'd think, we'd hope, apparently not. =( I mean the standard Message printing. So if there is a code for HL2MP, where is it, because I can't find it in any file or internet. Use pGameDLL-GetUserMessageInfo to get a list of user

[hlcoders] LNK error

2005-01-09 Thread r00t 3:16
I may not have done this correctly or there might be a better way to do this, if so please let me know.. I added in in_buttons.h bool g_bProneToggled; in gamemovement.cpp near the top I have extern bool g_bProneToggled; Then in my Prone(); function I have if ( g_bProneToggled ) { .. }

Re: [hlcoders] LNK error

2005-01-09 Thread r00t 3:16
Nevermind I figured it out... Sorry for the dumb questions, alot of learning going on over here :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: r00t 3:16 [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, January 09, 2005 7:54 PM Subject: [hlcoders]

Re: [hlcoders] glow

2005-01-09 Thread Draco
Thanks:) ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-09 Thread Draco
My concern is, how does Valve think about this, and , will this cause trouble later on the road? I can see problems arise when a mod update has some updates in the cBaseEntity and cBasePlayer classes, and we are basicly messed up? I guess all MODs will have to make their CBaseEntity and

Re: [hlcoders] Invitation

2005-01-09 Thread Draco
? Spamvertised ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] Keybind / prone

2005-01-09 Thread Tony \omega\ Sergi
Dear god. rant Sorry but, you said you knew c++ in another post.. Your code: mv-m_nOldButtons != IN_PRONE; -- and you know c++ huh? :P this is why I get so frustrated with newbies who insist they know how to program in c/c++ and then work with a mod sdk. These are things a programmer

Re: [hlcoders] Keybind / prone

2005-01-09 Thread r00t 3:16
Well I do not remember saying I knew c++. As most of my posts state I am still learning. If you don't want to help then don't reply. I usually try to figure things out for my own, however some things I am not clear on in c++. Also at the top of the message I said Disregard all the junk because I

Re: [hlcoders] This should not be possible, yet it works!?

2005-01-09 Thread Lance Vorgin
That'd be the reasonable thing to do. It'd also be horribly, amazingly, infinitly wonderful if they virtual'd more things and exposed more useful singletons to us. Please guys - help out :/ It'd be a horrible idea for VAC to scan servers - the diversity of servers is what keeps the game

Re: [hlcoders] Player command - Health control? Damage?

2005-01-09 Thread Lance Vorgin
Well, my friend qizmo and I have gotten slap working well. My contribution was the actual slapping: get a CBaseEntity of the player you want to slap and use the Teleport function to change his velocity to some random vector. As for dealing damage, this is compliments of theqizmo:

[hlcoders] [ Basic question (prob. 101st same question ]

2005-01-09 Thread Frank Weima
Hi, I'm sorry I'm such a n00b with C++. But everybody has a start :) I'm teaching a lot, also thanks to the other coders. ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I want to compile my project. It's AdminMod for Source. - based on sourcemod. A personal one. But I cannot compile it. I only have 2 files. The

[hlcoders] IServerVehicle help!!

2005-01-09 Thread jl
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi to all. I have a few questions about using the IServerVehicle Interface in a entity (CBaseAnimating, for example). 1. Always need a entry sequence into the model??. HL2 crashes when try to find