yep! thx though
On 8/15/05, Patrick Flanagan [EMAIL PROTECTED] wrote:
You probably already figured this out, but its because of the path to
your model. If you look in the function that changes your model (if
you're using the dm code), it checks to see if it contains 'human' or
'combine' and
Hello
I have problem with non 4:3 screen size.
I have made team menu (followed tutorial on
http://www.sourcewiki.org/wiki/index.php/Creating_a_Team-Menu )
Added it as data to be send when opening motd panel on start of the
game so it opens when motd is closed.
But when it is opening in
Hi,
I'm currently trying to work in CTF as a gametype for the MOD I'm working
on, but I'm having a bit of trouble on resetting the model entity (restoring
it to its map-defined position) at the appropriate points. I'll probably end
up going through it all and working something out eventually,
--
[ Picked text/plain from multipart/alternative ]
http://www.sourcewiki.org/wiki/index.php/Resetting_the_Map
Could you adapt this to your needs?
On 8/17/05, Chris Adams [EMAIL PROTECTED] wrote:
Hi,
I'm currently trying to work in CTF as a gametype for the MOD I'm working
on, but I'm
I suppose I could but it seems terribly long-winded just to reset two
entities :(
I'll see if I can cut it down / modify stuff so that rather than having to
keep entities I can specify ones to be removed and replaced Any
suggestions are still welcome in the mean time :-)
Thanks,
Actually I have another question that's loosely related...
I haven't actually used Hammer so I'm not sure, but I believe you can create
an entity as defined in the FGD, and then assign it with a name? So how
would I go about in the source code getting a handle on the entity in the
map that was
--
[ Picked text/plain from multipart/alternative ]
http://developer.valvesoftware.com/wiki/My_First_Entity
Has all the good stuff with linking the FGD hammer and your code together.
On 8/17/05, Chris Adams [EMAIL PROTECTED] wrote:
Actually I have another question that's loosely related...
I
#include entitylist.h
CBaseEntity *entity = gEntList.FindEntityByName( NULL, name, NULL );
The first and last NULLs are for the start entity and activator; here's
the definition of FindEntityByName:
CBaseEntity *CGlobalEntityList::FindEntityByName( CBaseEntity
*pStartEntity, const char *szName,
You need to use the r and c modifiers on the position of the panels
to make them layout properly in all aspect ratios. If you set a position
to be r20 it will be 20 pixels in from the right side of the screen
(that 20 will be scaled if the panel is proportional), c20 means 20
pixels to the right
Hello Alfred,
thx but that will not fix my problem i think
here is my res:
team
{
ControlName CTeamMenu
fieldName team
xpos 0
ypos 0
wide 640
You need to scale the background in code. The proportional mode scales
with a fixed aspect ratio of 4:3 by design (having a variable aspect
ratio makes panel layout impossible).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of hp
Sent:
To do what Alfred is saying, just override the OnThink function.
Something like:
if(IsVisible())
{
// make panel fill screen
SetSize(ScreenWidth(), ScreenHeight());
}
I can't recall the exact functions OTTOMH (off the top of my head).
hp wrote:
Hello Alfred,
thx but that will not fix my
Hello Alfred,
ok i found it in motd panel - thx
Wednesday, August 17, 2005, 9:01:15 PM, you wrote:
You need to scale the background in code. The proportional mode scales
with a fixed aspect ratio of 4:3 by design (having a variable aspect
ratio makes panel layout impossible).
- Alfred
Waste of an entity
instead, in the ::Spawn() method of your flag entity, save the
GetAbsOrigin() to some m_vecInitial
then when you want to restore it just SetAbsOrigin(m_vecInitial);
From: Andrew (British_Bomber) [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To:
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