I've got modevents.res already in my resource folder. But it doesn't
work. I do get the Player1 killed Victim2 with slam message into my
console. Which seems to be also a part of the deathnotices.
I don't know if it has to do with it. But my HudLayout.res is also
straight out of the HL2DM GCF.
Hey list,
In my mod I want the winner of a round to be announced with a hud print
center and print console.
This will work by score(mind you, score is seperated from the frags
already).
I don't really have any experience when it comes to selecting the
highest score out of multiple
maybe this will help you:
http://www.interlopers.net/tutorials/27356
On Sun, Mar 1, 2009 at 1:59 AM, Walter Gray chrysal...@gmail.com wrote:
Hey again list,
A member of my team's been a little stumped on this, and I've done
some quick checking around the wiki and hlcoders archives, but I've
We don't support looping mp3 files. You can loop PCM waves and ADPCM waves
though using CUE chunks or Sampler chunks to specify the loop point. Lots of
tools will write those chunks.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
The second loop is unnecessary. You can keep track of the winner player in
the first loop and then just print the message after. Also, pull out
iHighestScore from the loop and don't make it static. Making it static saves
the value across function calls which isn't what you want.
void
I am trying to figure out how to fix my particles so that when they emit they
show up at the end of the weapon's barrel.
Code:
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
Vector vGunPos;
Vector vForward, vRight, vUp;
QAngle ClientEyeAngles;
ClientEyeAngles = pPlayer-EyeAngles();
Looking good, thanks for the correction.
Guess I also forgot static variable would also be saved between function
calls, besides just saving the value for each loop iteration.
Tony Paloma wrote:
The second loop is unnecessary. You can keep track of the winner player in
the first loop and then
Remember, you can make it save for each loop iteration by simply declaring
the variable outside of the loop.
- Andrew
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yorg Kuijs
Sent: Monday, 2 March 2009 7:41
Thanks much for the answers! It has been very helpful.
I have no idea what this file means, but it's nice to know its there if I
ever wanted to dabble in DSP.
Cheers,
Aditya
On Sat, Feb 28, 2009 at 9:22 PM, Jorge Rodriguez bs.v...@gmail.com wrote:
Aw damn, Jay beat me to it.
--
Jorge Vino
Thanks for your offer. I may email you sometime soon with the detail :)
the reason is because my plugin crashes just after the GameFrame call when
a bot is added and joins a class in TF2 (e.g. scout) instantly the game will
crash after the GameFrame(). I thought the engine may have been changed??
Run the plugin and game server itself under a debugger in order to catch the
problem.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of cheeseh-bu
Sent: Monday, 2 March 2009 9:30 AM
To: Discussion of Half-Life
I can confirm this too. Come on valve, get on the ball.
-Stealth/Jimmy422
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Broken in XP and Vista. Happens when you open a particle. I really need
particles soon.
On Sun, Mar 1, 2009 at 6:32 PM, James Keith jimmy4...@gmail.com wrote:
I can confirm this too. Come on valve, get on the ball.
-Stealth/Jimmy422
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