USB keys are not the same as a SSD drive.
The NAND flash in them is usually cheap poor quality, and slow(Like worse
than a HDD + the speed limitations of the USB bus).
Your best way to a cheap solution, would be to get a Compact Flash card and
a CF to IDE adapter.
Have a look here for any
I'm having some trouble moving a func_brush entity I created in hammer. I'm
trying to start the entity moving in an upward direction at the start of the
game, but SetAbsVelocity doesn't seem to do anything. The desired behavior
is that a lava graphic and it's child trigger will start moving upward
Hi,
So I've started a new mod project and when I started the game in debug
mode I got 3 errors:
The client was missing 1)CWeaponHopwire(or something like that) class;
2)Some class to do with hl2 survival and 3)CWeaponOldManHarpoon class.
I managed to fix the first two by digging up the files
Hey Gustavo.
Simply delete the server-side file (or exclude it from the project) and
rebuild. You will most likely not need it in your mod.
- Original Message -
From: Gustavo Ramos Lira [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, December 08, 2008 7:36 PM
I am creating a king of hill game called lava in which players are pushed
off of platforms into a pit of so called LAVA I have a lavaTrigger that
marks the players out.
What I would like to do is have the lava trigger grow and expand to cover
the entire map over a period of time. (to eliminate
Hello Jonas
I feel like an idiot now :P I thought of that earlier but was afraid I'd
break something.
So, thank you very much. Cheers!
Gustavo
Jonas 'Sortie' Termansen escreveu:
Hey Gustavo.
Simply delete the server-side file (or exclude it from the project) and
rebuild. You will most
I have Ruby code able to receive really long RCON responses from Source
servers. This works (even for cvarlist = 43 packets) almost flawlessly.
But cvarlist (and maybe other requests) fails in around 1 of 4 tries. The
problem is that the packet size of the split packets is wrong. It doesn't
show
A func_brush is the proper entity to use, but instead of moving it upwards
in your code, I think a better route is to set it on a path in Hammer and
have it move upwards according to the track. Here's some info on how to get
that going:
http://developer.valvesoftware.com/wiki/Path_track
--
I'm not in a position to test this out, but it seems promising. Do you
happen to know of somewhere I could look at a reference implementation that
shows how to start an entity moving along the track in code?
On Mon, Dec 8, 2008 at 12:07 PM, Jorge Rodriguez [EMAIL PROTECTED] wrote:
A func_brush
I can't think of a way to do this if the trigger is a brush. If you use a
bounding box (SOLID_BBOX) you should be able to change the trigger's bounds and
just call TriggerMoved().
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL
that would eb socved in hammer via an entity named PATH TRAIN From: [EMAIL
PROTECTED] To: hlcoders@list.valvesoftware.com Date: Mon, 8 Dec 2008 11:45:14
-0800 Subject: Re: [hlcoders] Expanding trigger (from a newbie) I can't
think of a way to do this if the trigger is a brush. If you use a
No sorry I'm a coder not a mapper. Someone around here might know.
--
Jorge Vino Rodriguez
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You might be fighting the physics engine..try changing the move type ala:
entity-SetMoveType( MOVETYPE_NONE );
The parameter can be one of many -- you can find them throughout the code.
In VStudio, Go to edit, find in files, select entire solution and type
MOVETYPE..
Steve
On Mon, Dec 8,
I would like to create a weapon that when fired pushes the other player
backwards
how would I go about applying a force to a player?
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You might try using the func_train entity (its a bit of a misnomer --
not necessarily a choo choo train):
A func_train is a brush-based entity that you can get to move around
in some interesting ways.
http://ameba.lpt.fi/~koukka/Hammer/Tutoriaalit/Func_train.html
(includes example map)
More
If by push you mean blown back in a single blow, VelocityPunch?
I would like to create a weapon that when fired pushes the other player
backwards
how would I go about applying a force to a player?
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