Hi,
Im trying to reuse TF2's teamplay roundbased code using latest SDK. I changed
inheritance of sdk_gamerules to use the teamplay roundbased ones, and I added
missing files (like teamplay_roundtimer, etc.). I'm having problem with strange
crash happening in SetTimerInHud function:
void
Try using
void SetTimerInHUD( CBaseEntity *pTimer )
{
if ( pTimer )
{
m_iTimerToShowInHUD = pTimer-entindex();
}
else
{
m_iTimerToShowInHUD = NULL;
}
}
instead. Somehow it looks like you are accessing a null pointer like a
class, and then accessing a member of that
pTimer isn't NULL, its value is shown in that stack trace. Whatever
CBaseTeamObjectiveResource object he's using is what's null. Emiel, it looks
like ObjectiveResource() is returning NULL for you. You need to have your
game create an objective resource. Create a class that extends
So I'm looking through some previous source code we've got, and I
noticed that gamerules.cpp used to expose a ShouldCollide function
with this signature:
ShouldCollide( int collisionGroup0, int collisionGroup1, CBaseEntity
*pEnt, CBaseEntity *pPass )
but in the newest SDK code it only exposes a
Well valve should have backwards compatabilty code, try the old version.
aside from that Tony may have some sugestions for the older code, since
it is defined in a libary then i can not change it.
Bob Somers wrote:
So I'm looking through some previous source code we've got, and I
noticed that
I did try the old version, but the compiler complained that it
couldn't find it. ;)
--Bob
On Sun, Sep 27, 2009 at 4:02 PM, Joshua Scarsbrook
jscarsbr...@gmail.com wrote:
Well valve should have backwards compatabilty code, try the old version.
aside from that Tony may have some sugestions
The functionality probably wasn't taken out without adding another way to do
it. What are you trying to do?
--
Jorge Vino Rodriguez
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Well what I'd like to do is restrict certain areas so that only one
team can enter them. I have these areas set up with their own
collision group. It would be easiest to just check the GetTeamNumber()
of the player that collides with the brush.
I tried doing this by defining
ShouldCollide is okay for that but my ShouldCollide shows the second
parameter as being a contents mask instead of another collision group. Maybe
you can use that? My quick research shows that the mask is set by
CGameMovement::PlayerSolidMask() so it should be pretty easy to overload
that in
This should work.. We do this for several of our entities and we get the
behaviour as expected. Make sure something else isn't stamping out the
collision group after you set it to COLLISION_GROUP_PLAYER_BLUE
I tried doing this by defining COLLISION_GROUP_PLAYER_BLUE and
I use an info_particle_system entity to spawn those drips ...
But I found solution and I think, valve is using very similar way.
Another small problem was, that when I attach that entity to myself, the drips
are not visible for me, just for everyone else. But when I use a teleporter I
can see
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