Re: [hlcoders] Help with externs

2008-11-11 Thread Garry Newman
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

Re: [hlcoders] Barnacle/Player physics

2008-11-11 Thread Tony Paloma
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

[hlcoders] Barnacle/Player physics

2008-11-11 Thread Rob Harwood
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

Re: [hlcoders] Help with externs

2008-11-11 Thread Tom Leighton
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

[hlcoders] TF2 Modding?

2008-11-11 Thread Walter Gray
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,

Re: [hlcoders] TF2 Modding?

2008-11-11 Thread Patrick Neese
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

Re: [hlcoders] TF2 Modding?

2008-11-11 Thread Matt Hoffman
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

[hlcoders] Help with externs

2008-11-11 Thread Yorg Kuijs
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

[hlcoders] Fluid Melee animation and other possible roadbumps

2008-11-11 Thread Walter Gray
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

Re: [hlcoders] Fluid Melee animation and other possible roadbumps

2008-11-11 Thread Matt Hoffman
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

Re: [hlcoders] Fluid Melee animation and other possible roadbumps

2008-11-11 Thread Minh
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

Re: [hlcoders] Fluid Melee animation and other possible roadbumps

2008-11-11 Thread Matt Hoffman
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