extern is a generic c++ thing.. it just means the variable is defined
somewhere else.
garry
On Tue, Nov 11, 2008 at 12:45 PM, Yorg Kuijs [EMAIL PROTECTED] wrote:
Hey list,
have been fiddling with trying to get the bool fThrewGrenade from
weapon_frag to grenade_frag using extern bool
but
I didn't know you could attach constraints to players. I've tried it before
and it didn't work. Are you sure this is how the barnacle works in
HL:Source?
I know the player's physics object is special and only responds when
interacting with other physics objects or something like that. I've seen
Hi everyone..
I've come across an issue where I want to clone basically what the
Barnacle does (suck a player up) but just can't quite get the magic
right; the Barnacle logic seems simple, create two entities, one fixed,
constrained by a spring, place a fixed constraint between player and
I assume thats a member variable of the weapon_frag class, so you would
need an instance of that to access the variable.
You could simply put another bool fThrewGrenade into grenade_frag and
then set that when you throw the grenade?
Garry Newman wrote:
extern is a generic c++ thing.. it just
I've done some poking around a bit on the website, but as far as I can
tell, there's really no supported way to create a TF2 mod. There appear
to be some files missing, since running the Create-a-Mod wizard with TF2
selected and choosing multi player really doesn't give me anything
special,
Correct, it is unsupported. Along with Portal and Counter:Strike Source.
It makes me sad too :)
On Tue, Nov 11, 2008 at 4:02 PM, Walter Gray [EMAIL PROTECTED] wrote:
I've done some poking around a bit on the website, but as far as I can
tell, there's really no supported way to create a TF2
Yep. And we don't even get all of the TF2 technologies (Animation blending,
that sort of stuff) with the Make a MP Mod.
On Tue, Nov 11, 2008 at 2:08 PM, Patrick Neese [EMAIL PROTECTED]wrote:
Correct, it is unsupported. Along with Portal and Counter:Strike Source.
It makes me sad too :)
On
Hey list,
have been fiddling with trying to get the bool fThrewGrenade from
weapon_frag to grenade_frag using extern bool
but whatever I try I can't seem to get it to work, can't find anything
about externs and searched through the code for examples and it seems it
can be done in a ton of ways
I'm currently in the process of trying to develop a small, but polished
game for a university class, and debating which engine to use. Since
I've used it a bit before, Source is pretty high up on the list, but
this project would require a few things that I'm not sure I've ever
really seen in
Source an blend animations, though I'm not sure how perfect you can get it.
The second one doesn't sound terribly difficult, but I wouldn't know.
I think the main problem with source's animation blending is their
animations are very different (The ones it blends between), so it can create
alot of
I have done the melee combo system you described and Source engine
handles it quite well. All animations can be specified to blend between
each other by specifying a blend time (in the .qc file). Your animator
would have to ensure each animation begins and ends in roughly the same
spot to
He's doing SP so I don't think there's any terrible lag between
client/server. :)
On Tue, Nov 11, 2008 at 4:02 PM, Minh [EMAIL PROTECTED] wrote:
I have done the melee combo system you described and Source engine
handles it quite well. All animations can be specified to blend between
each
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