Nice one ryan.. thx
2009/2/25 Ryan Sheffer darksk...@gmail.com
You are in luck, the parsing is actually done in the function:
void CMultiplayRules::GetNextLevelName( char *pszNextMap, int bufsize )
Its pretty straight forward, you will just have to add your extra searches
to the while loop
Hey all
The say command works on a listen server, and has worked with HL2DM
dedicated.
We've switched to scratch sdk. We've compiled a linux dedicated server...
and no one can say anything with with the say command. The command is
totally missing.
Finally, we can actually use rcon say and that
The command is not missing, just linux is not linking right. Check my
posts from 2 weeks ago on this very issue and a fix.
Mark
Michael Chang wrote:
Hey all
The say command works on a listen server, and has worked with HL2DM
dedicated.
We've switched to scratch sdk. We've compiled a linux
no there is an issue with say commands on win32 as well.
On Wed, Feb 25, 2009 at 9:23 PM, Mark Chandler lo...@iinet.net.au wrote:
The command is not missing, just linux is not linking right. Check my
posts from 2 weeks ago on this very issue and a fix.
Mark
Michael Chang wrote:
Hey all
Hey list,
I have implemented a hitsound system now, with some help from here,
although I'm not 100% sure, anyway when testing alone though I found out
that the game crashes if it has to send the hitsound to an attacker
that's not the player(mostly just the world, like hurting water).
I fixed
Hey,
You could just dynamic_cast the entity it to CBasePlayer and check whether
the pointer is NULL or not ;)
Emiel Regis
www.invision-games.com
On Wed, 25 Feb 2009 15:51:15 -, Yorg Kuijs yorg.ku...@home.nl wrote:
Hey list,
I have implemented a hitsound system now, with some help from
pBaseEntity-IsPlayer()
On Feb 25, 2009, at 10:18 AM, Emiel Regis emiel_re...@o2.pl wrote:
Hey,
You could just dynamic_cast the entity it to CBasePlayer and check
whether
the pointer is NULL or not ;)
Emiel Regis
www.invision-games.com
On Wed, 25 Feb 2009 15:51:15 -, Yorg Kuijs
I have it looking like this now:
CBasePlayer *pAttacker = ( CBasePlayer* )inputInfo.GetAttacker();
bool bAttackerIsPlayer = pAttacker-IsPlayer();
if ( pAttacker != this bAttackerIsPlayer inputInfo.GetDamage()
0 )
{
CRecipientFilter filter;
filter.AddRecipient(
IsPlayer will always be valid, its set when a player entity is created and
only for player ents. Only one other check I would suggest if you are using
bots would be if the player is fake.
On Wed, Feb 25, 2009 at 8:57 AM, Yorg Kuijs yorg.ku...@home.nl wrote:
I have it looking like this now:
Nope no bots, will try to remember though should there ever be some.
Ryan Sheffer wrote:
IsPlayer will always be valid, its set when a player entity is created and
only for player ents. Only one other check I would suggest if you are using
bots would be if the player is fake.
More problems. I was having an issue with my code base so I started
with a clean copy of the HL2MP code, changed absolutely nothing except
the bug fixes needed to get it to compile in VS 2008 and then added in
the modified GetSequenceCycleRate() call in baseviewmodel_shared.h.
Problem is that now
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