Maybe next time you should go ahead and post in German. I have no
idea what you just said.
On Apr 4, 2005 12:45 AM, Ratman2000 [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,
it there a way to add an visible
Sorry :)
Have now found out what i have searched for :)
Thanks :)
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
For the mod I am working on, I want to allow the ADMIN the ability to change
the uniform camo's for the player models.
I am not a modelor but, from looking at how models are done, There is a path
set when you compile the model to where the texture for the model is placed
Is it possible to change
I know there's a SetModel() function that can be used on players, is there
not also a texturing one?
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, April 04, 2005 5:19 AM
Subject: [hlcoders] Was not sure where to ask about this but
Ok I have been struggling with this and I am starting to figure it out.
I created a networkcvar which sends the bool var.
On the client in a PreThink it checks if this bool is true and if it is
disables IN_ATTACK | IN_ATTACK2
I am using CHL2MP_Player and C_HL2MP_Player to network the cvar.
The
Well that is what I was unsure about, as the texture is specified in the .qc
file when you compile the model. So from what I can tell we just need to
make different models with different camo.
That is probably the easiest, alot more work on the modelor side though...
r00t 3:16
CQC Gaming
You need to either stop that bit being sent (by using an if statement on
CalcButtonBits for IN_ATTACK and IN_ATTACK2) by the user or add specific
code to the weapons to prevent their PrimaryAttack and SecondaryAttack from
processing further.
-Original Message-
From: [EMAIL PROTECTED]
Yea, I think I am stopping just the effects at this point and it is still
running PrimaryAttack / SecondaryAttack
(for anyone else who cares)
I was looking at the FL_FROZEN bit flags and was seeing how Valve
implemented that.
I will probably just add a my own to just disable the primary /
It would take up less space if the modeler just made one model with
different skins. then you could allow the admin to change the (camo)
skin of the models.
Steve
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
In Source you can specify sets of textures in the models's QC file, which
can be switched in code. I haven't done it myself, so I can't tell you what
the QC file commands are or the C++, but I have read of this being done (on
VERC forum I think).
ChromeAngel
-Original Message-
Message:
The crossbow bolt code has an example of changing the skin of a model.
As for an example for making a model with multiple skins i wouldnt
know, since i've never made a model.
Steve
___
To unsubscribe, edit your list preferences, or view the list
Have a look at SetMaterialIndex along w/ the QC file commands.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ChromeAngel
Sent: Monday, April 04, 2005 11:39 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] RE: Was not sure where to ask about
Thanks,
I will look around there and see what I can find.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: ChromeAngel [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, April 04, 2005 12:39 PM
Subject: [hlcoders] RE: Was not sure where to ask about this
13 matches
Mail list logo