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I changed the player hull and view to very low
and now it seems like I cant hit the model over that hull
(projectiles go right through)
even though that the hitboxes cover the whole model (custom model).
- Nic2
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Greetings,
I apologize in advance for this newbie question, but I cannot seem to
find this information anywhere. With all of these files provided for
the source engine where can one find an explanation for each of the
files and the functions provided in the files? Does one not need this
to
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which files are you referring to specifically?
On 1/10/07, Kenneth Arcieri [EMAIL PROTECTED] wrote:
Greetings,
I apologize in advance for this newbie question, but I cannot seem to
find this information anywhere. With all of these files
In general, there isn't a magic webpage or manual that says things
like If you want to mod the crossbow, its source files are x.cpp,
y.cpp, and z.h
As you spend time with the code, though, you'll eventually develop
some kind of intuition about where files/functionality are probably
located.
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You've probably already done this, but be sure to check the wiki:
http://developer.valvesoftware.com/wiki/SDK_Docs
Sometimes specific functions are explained (i.e.
http://developer.valvesoftware.com/wiki/ShellExecute).
Also search forums, these
On Wednesday 10 January 2007 10:39 am, Nate Nichols wrote:
In general, there isn't a magic webpage or manual that says things
like If you want to mod the crossbow, its source files are x.cpp,
y.cpp, and z.h
As you spend time with the code, though, you'll eventually develop
some kind of
On 1/10/07, John Sheu [EMAIL PROTECTED] wrote:
On Wednesday 10 January 2007 10:39 am, Nate Nichols wrote:
In general, there isn't a magic webpage or manual that says things
like If you want to mod the crossbow, its source files are x.cpp,
y.cpp, and z.h
As you spend time with the code,
I believe any hitbox that lies outside of the player's hull cannot be hit. I
am pretty sure you must keep your hitboxes inside of the hull. So you cannot
make your hull too small or else the traceline will not detect the hitbox.
- Original Message -
From: Niclas [EMAIL PROTECTED]
To:
Hitboxes are only tested when the ray/box trace intersects the
surrounding bounds of the entity. For players the surrounding bounds
are simply the collision hull in world space. In your case that won't
work so you'll need to modify the surrounding bounds. I just wrote a
page on the wiki that
Hard work and determination beats experience hands down.
On 1/10/07, John Sheu [EMAIL PROTECTED] wrote:
On Wednesday 10 January 2007 10:39 am, Nate Nichols wrote:
In general, there isn't a magic webpage or manual that says things
like If you want to mod the crossbow, its source files are
On Wednesday 10 January 2007 1:57 pm, Nick wrote:
Hard work and determination beats experience hands down.
Well, generally, hard work and determination lead to experience...
-John Sheu
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Not the ideal alternative, but I guess I might have to use it. Can I still
build the sdk from the command line with this Express version? I really
detest the IDE itself.
Thanks,
Sunblaze
On 1/9/07, Jed [EMAIL PROTECTED] wrote:
Use the free
Just tacking onto this thread... compiling my mod on linux and attempting to
run it causes a seg fault. When attaching GDB and doing a stack trace I get
the following:
#0 0x in ?? ()
#1 0x02bf94b3 in CModAppSystemGroup::Create () from bin/engine_i686.so
#2 0x02cfaeaf in
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Thx for you answer Jonathan is was help full :-)
I only have a last question.
Is there a way to check if the client-side entity belongs to the server-side
entity, because there are more, than one of this entity in a game. Is there
something
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Yes, the entity index which you can retrieve by entindex() in CBaseEntity.
On 1/11/07, Freddy [EMAIL PROTECTED] wrote:
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Thx for you answer Jonathan is was help full :-)
I only have a last
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