- 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:
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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
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
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_
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
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
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
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
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,
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
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Soham Roy has invited you to join hi5. By joining hi5, you will be connected to
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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
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,
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])
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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
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:
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
.. 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
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
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 ) { .. }
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]
Thanks:)
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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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
?
Spamvertised
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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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
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
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
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:
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
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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
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