Can anyone point me in the right direction on information on the steam
ingame menu's and options.. im wondering if there can be any customization..
for example could it be extended to cope with game relative stuff ?
thanks
___
To unsubscribe, edit
if you mean hl1 - i dont think so
hl2 - yes, look @ the .res files - they are writen in
a script file - and are very easy to customise
Adam
--- sykes [EMAIL PROTECTED] wrote:
Can anyone point me in the right direction on
information on the steam
ingame menu's and options.. im wondering if
If you wanted to extend options... that would require your own panel and
code. For example, in my mod I replaced the New Game screen because it
didn't fit with my mod, so I customized it, added a cool background and
it doesn't even look like a Steam panel anymore... complete with button
rollovers
--
[ Picked text/plain from multipart/alternative ]
I'm trying to compile a server plugin i wrote modifying serverplugin_empty,
the one that came with valve, but when i compile and i try to run it, it
says its a Debug DLL and it crashes CSS.
Any ideas?
--
Sincerely,
Ian
--
Add -allowdeubg to the command line to let the engine load a debug
binary.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent:
Thursday, July 21, 2005 11:16 AM To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Gettin Plugin to work
If anyone has messed with the code for throwing physics objects, where
is it? I basically want to edit what happens when the user presses
MOUSE1 and MOUSE2.
I searched for IN_ATTACK, throw, toss, and I didn't find anything
related to it. I found where it checks to see if the user can pick up
the
--
[ Picked text/plain from multipart/alternative ]
i dont want to debug, i finished it. How do i make it work like a regular
plugin?
On 7/21/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
Add -allowdeubg to the command line to let the engine load a debug
binary.
- Alfred
Original
Don't build it in debug then. The game won't let you load binaries build
in debug mode unless you specify the -allowdebug option.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent:
Thursday, July 21, 2005 1:25 PM To:
weapon_physcannon.cpp:
void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity
*pCaller, USE_TYPE useType, float value )
has the code
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kamran
Sent: Thursday, July 21, 2005 12:13 PM
To:
Here is an update:
6) I was wrong about the breakpoint for CProxyHealth::OnBind. I was setting
the break point below the line causing it to return:
if (!pC_BaseEntity)
return;
7) I'm guessing you have to pass a pointer to the local player in the second
parameter of materials-Bind to
Change the build options so you're building a Release version not Debug
version in your compiler.
- Original Message -
From: Ian [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, July 21, 2005 1:25 PM
Subject: Re: [hlcoders] Gettin Plugin to work
--
[ Picked
Alfred Reynolds wrote:
Don't build it in debug then. The game won't let you load binaries build
in debug mode unless you specify the -allowdebug option.
At one point, the Visual Studio solution was using the wrong directory
when coping the executable to the final directory. It was using the
That's with the cannon... I'm talking about just picking up with your
hands.
Jay Stelly wrote:
weapon_physcannon.cpp:
void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity
*pCaller, USE_TYPE useType, float value )
has the code
-Original Message-
From: [EMAIL
Nevermind my other email, it does work with just hand picking up. Now I
need to figure out if it was thrown using the physgun or hands...
Jay Stelly wrote:
weapon_physcannon.cpp:
void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity
*pCaller, USE_TYPE useType, float value )
There's a different function for throwing objects with the physcannon.
The one I mention below is the correct code for the player picking up
objects with his hands.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kamran
Sent: Thursday, July 21, 2005
--
[ Picked text/plain from multipart/alternative ]
thanks i got them to work already.
Thanx alfred and botman.
On 7/21/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
Alfred Reynolds wrote:
Don't build it in debug then. The game won't let you load binaries build
in debug mode unless you
Yup, figured it out. Thank you very much!
Jay Stelly wrote:
There's a different function for throwing objects with the physcannon.
The one I mention below is the correct code for the player picking up
objects with his hands.
-Original Message-
From: [EMAIL PROTECTED]
--
[ Picked text/plain from multipart/alternative ]
http://articles.thewavelength.net/707/
Could be usefull?
On 7/21/05, Kamran [EMAIL PROTECTED] wrote:
Yup, figured it out. Thank you very much!
Jay Stelly wrote:
There's a different function for throwing objects with the physcannon.
The
18 matches
Mail list logo