Re: [hlcoders] Rotating the world and gravity (not just the player's view)

2008-04-19 Thread Tony "omega" Sergi
you reply to the email, the same way you reply to anything. On Sat, Apr 19, 2008 at 11:27 PM, Kenrick Rilee <[EMAIL PROTECTED]> wrote: > Sorry, for reposting this, i'm not completely sure how to reply. > > Again, I'm working on a mod and in which I want to rotate the world. I > want > it to rota

[hlcoders] Rotating the world and gravity (not just the player's view)

2008-04-19 Thread Kenrick Rilee
Sorry, for reposting this, i'm not completely sure how to reply. Again, I'm working on a mod and in which I want to rotate the world. I want it to rotate gravity along with the world, not just the player's POV. btw, I've been looking at func_rotate and that seems to be kinda what i'm doing, but I

Re: [hlcoders] Rotating the world (single player)

2008-04-19 Thread Steve Henderson
Kenrick, Look at cl_dll/in_main.cpp. Look for lines like this: engine->SetViewAngles( viewangles ); If you modify the values in viewangles it will change the player's FOV (the camera) which will rotate the world. Keep in mind in_main is still grabbing inputs from the mouse so you will have to f

[hlcoders] Rotating the world (single player)

2008-04-19 Thread Kenrick Rilee
Hey, I'm working on a mod and I want to rotate the world (not just scripted rotation mind you). How would I go about doing this? I'm utterly confused :P Thanks for any suggestions! ___ To unsubscribe, edit your list preferences, or view the list archives

Re: [hlcoders] logic_choreographed_scene & killing off npcs

2008-04-19 Thread Chad Lehman
Yes, definitely using episode 1. I wasn't aware of the prop_ragdoll thing. It is sort of a violent death (electrocution from force lightning). I'll give that a go. Alternative would be to do two scenes (one with the death, and one without) and then splice them (this is for a machinima) Than

Re: [hlcoders] logic_choreographed_scene & killing off npcs

2008-04-19 Thread Tom Edwards
There aren't any animations for death because it's all handled with ragdolls. I just tried BecomeRagdoll and it worked for me (you must be using the ep1 engine?), but it's no use as the entity is removed afterwards anyway! Here's the debug output for a scene I modified to kill one of its actors

[hlcoders] Noob - Create mod issue

2008-04-19 Thread Caleb Anderson
Hi. I'm having a hard time figuring out how to create a mod properly. When I run the Create Mod tool from the SDK I don't have the options to do multiplayer or single-player available to me. They are disabled and all that I can choose is From Scratch and Source Code Only. Also, when Engine Vers

Re: [hlcoders] logic_choreographed_scene & killing off npcs

2008-04-19 Thread Chad Lehman
Hi Tom, I tried the BecomeRagdoll input, but it didn't affect the NPC. Splitting the scene didn't seem to work either, as I tried to fire a second scene right after setting the NPC's health to 0. As a way of debugging this, I set the guy's health to 100--he still lived of course--and the sc

Re: [hlcoders] logic_choreographed_scene & killing off npcs

2008-04-19 Thread Tom Edwards
Isn't there a BecomeRagdoll input now? That might help. You could also try splitting the scene in two. Chad Lehman wrote: > I'm having some difficulty killing off an NPC. > > He's supposed to die on a trigger (trigger 5 of 7)... > > If I don't kill him off, the rest of the logic_choreographed_sce

[hlcoders] logic_choreographed_scene & killing off npcs

2008-04-19 Thread Chad Lehman
I'm having some difficulty killing off an NPC. He's supposed to die on a trigger (trigger 5 of 7)... If I don't kill him off, the rest of the logic_choreographed_scene keeps running fine. If I set his health to zero on trigger5, the scene grinds to a halt. The only flag I see is "on player de