compiles.
I have looked for documentation, but can't find anything remotely useful.
Can someone give me pointers on what I need to do to get my plugin to
compile under the new SDK, please.
Many thanks,
Matt.
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/models confuses me (police_animations.mdl has nothing in it,
police.mdl has totally working animations and I can't figure out how they're
handled).
Any suggestions?
Thanks all,
Matt
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Cool cool, just reassuring to know that its coming :)
Matt
On 8/8/06, Mike Durand [EMAIL PROTECTED] wrote:
I don't have anything more to add on shaders yet. I'm trying to get some
of the severe problems with this drop fixed and after
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Any word on shaders yet Mike?
Matt
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The entity is not created on the client until they are in the same PVS.
If it goes out of the pvs afterwards, it become dormant.
Matt
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
Sent: Wednesday, August 02, 2006 8:35 PM
To: hlcoders
the client version.
With this box surrounding the player, bullet tracelines should hit
hitboxes that are outside of the movement bounding box.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone
Sent: Monday, June 12, 2006 6:54 PM
To: hlcoders
The regular trace will exclude a player as a target if the trace doesn't
collide with the bounding box.
It is possible to do an additional check on eligible players and force a
trace against their hitboxes with enginetrace-ClipRayToEntity. That's
per target player, so you can do extra work to
events to send to the
game dll and not the other way around. You can actually cancel (or
change) some events before they reach the game dll which is extremely
useful.
Hope this helps change your mind,
Matt.
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Alfred Reynolds wrote:
I have added a new page to the wiki with some VGUI2 programming best
practices to follow:
http://developer.valvesoftware.com/wiki/VGUI2_Programming_Best_Practices
- Alfred
Alfred Reynolds wrote:
Does this burst of free time creativity mean that voice_speex and the
Hi,
I have just started porting my plugin from cz/1.6 to css. In the
process, I have looked at a lot of code samples and I have yet to see
anyone implement this solution for comparing a single string against a
number of search patterns.
I am posting this in the hope that this will be useful to
Daniel Wilson randomly typed the following on 02/15/2006 11:36 PM:
Nice code,
Thank you.
If your list grows larger, you could use a hash table or, in such a case, I
would prefer one of the tree structures like AVL. You would have to populate
them at runtime, but that are much faster,
Talia,
That is some interesting stuff and I will definitely look into your
suggestions, thanks much.
Matt
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spektre
Sent: Thursday, January 26, 2006 9:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re
on how to changes things in that general area or even a good place to
go to find out more info, that would be incredibly helpful.
BTW, love the wiki and my thanks to all that contribute to it.
Matt
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Hi people,
This is nothing to do with the server plugins but more to do with people
writing shabby client side utilities. I am hoping by writing here,
those people will do something about them.
The problem exists in at least two helpers for buying weapons and
weapon selecting scripts; RZEs
}
To check when you are running in prediction.
Matt
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of William
Ewing
Sent: Monday, January 16, 2006 1:59 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Recoil Modifications
I have recently been
( NEW_DLL_FUNCTIONS
*pNewFunctionTable, int *interfaceVersion )
{
gNewDLLFunctionTable.pfnCvarValue2 = CvarValue2;
memcpy( pNewFunctionTable, gNewDLLFunctionTable, sizeof(
NEW_DLL_FUNCTIONS ) );
return(TRUE);
}
Thanks in advance,
Matt.
Alfred Reynolds wrote:
We have
as well as some further
lag compensation changes that will fix players getting stuck in each
other.
Matt
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Ok, so I should have a copy of the code directory I start with that is the
code as Steam put it there, then when an update happens, make a new mod dir
and compare the copy of the original directory and new the directory.
Ok, thanks much everyone.
Matt
-Original Message-
From: [EMAIL
, but it seemed
overly complicated and would mean I'd have to start using perforce too.
Is that the only way? Do I need to do this?
Also, what does Refresh SDK Content do?
Thanks much,
Matt
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Version: 7.1.362 / Virus Database
Well that's good to know, what the menu option does...but what about the
files I've modified? Will it just not update those?
Thanks much,
Matt
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Lord Booga
Sent: Tuesday, November 29, 2005 4:27 PM
for.
Thanks again,
Matt
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick
Sent: Thursday, September 08, 2005 4:19 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] New to Source and AI questions...
I wrote the AI section
, for instance.
I didn’t see much on the answer to this…
Any help you can offer and especially any example code or the like you could
link me to (I haven’t seen much on websites that pertains specifically to
AI) would be really helpful.
Thanks much,
Matt
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This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
Looks like the combine animation event
#define COMBINE_AE_RELOAD ( 2 )
has the same value as the generic animation event
AE_NPC_RIGHTFOOT
You might have to translate the animation events coming
Make that analogous :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone
Sent: Friday, August 12, 2005 2:34 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Reload problem
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The colors Normal, Caution etc are referenced in
resource/ClientScheme.res. You should change them there.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
There is quite a lot of documentation for this at the top of
hudanimations.txt, but here's a quick example.
There are actually a few built in panel animation vars that you can use
( Alpha, FgColor )
can't find the other files
anywhere (have installed source sdk, and all the stuff you'd expect, and
done an SDK refresh). What do you need to install to get hold of them ?
Information on server plugins is way thin on the ground.
Matt
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Right, worked it out. Even though you can create a serve plugin using any
of the types of mod you select in 'Create a Mod', it only installs:
hl2/resource/serverevents.res
hl2/resource/GameEvents.res
...if you select the hl2 single player mod. Pah.
-Original Message-
From: Matt
for an exisiting Valve mod, you can find all the
files in the Steam gcf's.
On 7/8/05, Matt Parkins [EMAIL PROTECTED] wrote:
Hi all,
Am trying to write a server plugin and trying to understand some of
the events which, according to the vdc wiki are apparently listed in the
files:
hl2/resource
Cue, not Queue. :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: 07 July 2005 13:44
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Many thanks to Valve and Alfred!
*Queue 'should have been there from the start'
Or alternatively has anyone ever managed to get this error when the plugin
is actually there ? Is it possible to make a bad build ?
Heyalp, ta, matt
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Parkins
Sent: 04 July 2005 09:08
To: hlcoders
/ permissions / beginning of the week / what !?!
Thanks in advance for any help you can afford,
Matt
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If it an entity that is set up to always transmit, it will transmit its
state to any connecting client and create the client-side counterpart,
and transmit deltas from then on. See the player resource for a good
example of this.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
It comes from an animation event. Char *options is the options parameter
to the event, and usually holds information about the muzzleflash, eg
what style to draw or a scale value.
Eg your fire animation might include this event:
$sequence fire Fire01 snap fps 30 activity ACT_VM_PRIMARYATTACK 1 {
The touch function will be called continuously for each entity that is
touching on every frame. It sounds like you changed the Touch function
once the player picks the object up, maybe like this?
SetTouch( NULL );
If so you can re-set the touch function when your object is ready to be
touched
Do your hitboxes extend outside of the bounding box?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Wednesday, April 27, 2005 1:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HitBoxes ?
We are noticing this too.
I don't think its possible to add controls to this panel with just a
.res file change. You should add your cvar checkbox to the multiplayer
advanced dialog, which is scriptable via cfg/settings.scr.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Is it possible to create code-driven UI here? For example, HL2DM
and CS:S have model selection and spray support on this tab. How
do these work?
(I swear I found a document on how to do this once.. maybe it was
for
HL1...)
--JD
On Apr 7, 2005, at 4:32 PM, Matt Boone wrote
I've seen this particular bug in a few mods now, thought I would send
out a snippet for you guys until it can be sent out in the next SDK
update.
The problem shows up as players not respawning properly, seeming to fail
the teleport call. What's actually happening is the lag compensation
manager
To change visibility of an entity to different players, check out
CBasePlayer::ShouldTransmit
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Tuesday, April 05, 2005 6:36 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] spectator
there is no
MoveParent.. whatever that is inside const QAngle
CBasePlayer::EyeAngles( ) in baseplayer_shared.cpp
CBaseEntity *pMoveParent =
const_castCBasePlayer*(this)-GetMoveParent();
is always NULL. so I'm gonna look into that next.
On Apr 5, 2005 6:42 PM, Matt Boone [EMAIL PROTECTED] wrote
Make sure newfont is the actual name of the font, which is possibly
different from the font's filename. Also remove the space from the
newfont entry.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Tuesday, March 22, 2005 3:35 PM
To:
You should check out the hud animation system, this allows you to start
changes in colour or size that will run in the background for you. You
can also animate the alpha or size to simulate your panels disappearing.
As far as setting them not visible and them not disappearing, they
shouldn't be
Cs and dod both destroy the entities and re-create them from scratch on
round restart. We also maintain a list of entities that should not be
destroyed on a round restart ( player, lights etc ).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Does the pose parameter you are using in the animation code match the
pose parameter in the model?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez
Sent: Tuesday, January 18, 2005 1:22 PM
To: hlcoders@list.valvesoftware.com
Subject:
18, 2005 2:10 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] RE: HL2DM SDK in January or February? Matt
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ] I change the pose
parameter in this function in base_playeranimstate.cpp,
Using
A fix for this will be released with the next engine update. I'll send
code snippets then as well so you can fix any other bindings you're
trying to hook in your mod.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christensen,
Grant
Sent: Monday, January
Also try searching for the answer to life, the universe and everything
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome
Sent: Saturday, January 15, 2005 3:41 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Debugging a
HL2DM player animation uses a different system than is in the sdk.
Basically you have a list of base sequences, preblended with 9-way aims
and 9-way runs - those are the aim animations and are called in game
code via activities ( why you see different animation names in combine
vs rebels ).
It would be better to use an animation in the player model and change
the rotation of a specific joint with a pose parameter. What effect are
you trying to accomplish?
Its also easier to get position and angles of a particular bone if you
put an attachment point on it and get that.
-Original
- Original Message -
From: Matt Boone [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, January 07, 2005 10:50 PM
Subject: RE: [hlcoders] Bone manipulation via code
It would be better to use an animation in the player model and change
the rotation of a specific joint
A 32 bit integer would be limited to the values (10) through (131).
(20) is not really a useful value, its the same as (11).
What you're doing here is taking the value 2 ( 0010 in binary ) and
shifting it 0 bits to the left.
(20) == 0010 in binary == (11)
(21) == 0100 in binary == (12)
If you
Dimensions that are set in .res files are relative to a 640 by 480
screen, so they will scale to every resolution.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gabe Volker
Sent: Wednesday, December 08, 2004 5:34 PM
To: [EMAIL PROTECTED]
Subject:
// to one player
ClientPrint( pPlayer, HUD_PRINTTALK, Hello World\n );
// to all players
UTIL_ClientPrintAll( HUD_PRINTTALK, Hello World\n );
Use HUD_PRINTCENTER instead of HUD_PRINTTALK to print to the center of
the screen.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
ZoMtEc wrote:
But GMail rocks ur Outlook-Rules ;)
I used Outlook like you did but gmail is much better i think!
Yes, but with gmail, there is no offline browsing. For that reason, I
use my gmail account, but use Mozilla Thunderbird to read it, since
gmail gives you pop access.
I couldn't imagine
-, Matt [EMAIL PROTECTED] wrote:
Ive just bought hl2 on the same account at hl1 and now i cant find a way
to
put hl1 on another account OMG!
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your right it is a boring subject, i bought diablo 2:LOD and the disk
exploded in my drive, blizzard thought it was boring aswell :/
The first lesson in business is: if you dont respect your customers dont
expect respect back
Random Quotes:
[00:18] Nipper Why not if its commonly asked? why don't
Jeffrey botman Broome wrote:
Your own MOD? Some other MOD? More details?
Sorry, my bad.
I am coding this as a metamod plugin to be used with CZ and 1.6.
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Damn, I missed the day they gave those out. :(
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome
Sent: Thursday, October 21, 2004 3:39 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] HL2 Dev CPU Requirements
Brian Satertek Irelan
the clients score when the server
calls gmsgInitHUD.
Any help or insight would be appreciated,
Thanks,
Matt.
(wonid is left over from 1.5 :)
sprintf(mysqlbuf, SELECT money,frags,deaths FROM retry
WHERE wonid=\%s\ AND server=\%s\,
GETPLAYERAUTHID(pEntity
Deadman Standing wrote:
When is this code called? What mod are you testing this with?
Hi,
I am using this on CS 1.6 and CS:CZ.
This code is executed immidiately after gmsgInitHUD,
Cheers,
Matt.
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(
g_engfuncs.pfnGetInfoKeyBuffer(pEntity), cl_cmdrate));
int cl_updaterate = atoi(g_engfuncs.pfnInfoKeyValue(
g_engfuncs.pfnGetInfoKeyBuffer(pEntity), cl_updaterate));
This is only returning values for rate and cl_updaterate.
cl_cmdrate is always 0,
Any further help would be appreciated,
Thanks,
Matt
Brian A. Stumm wrote:
I believe he means the CVAR rate which the client uses based on his
internet connection speed but in case its ping and packet loss we are
after try this:
Aye, it is the clients CVAR setting I am after. I know AMX could pull
some CVARs from the client, so I should probably
Hello all,
I am guessing searching for anything to with rates on google is a dead
loss so I shall ask directly here.
Can someone suggest a way that my metamod plugin can check client rates?
Cheers,
Matt
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Yup, that's it.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy
Sent: Wednesday, August 11, 2004 8:38 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: Player-specific Hitbox Bug? (Help, Alfred?
Help, valve? Reproduction steps included.)
of the default install.
Matt.
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David Fencik wrote:
I question that last comment. Pine was coded as an academic project,
thus the code was heavily scrutinized.
Dave
http://www.securiteam.com/unixfocus/6Z0001P0BI.html
http://www.securityspace.com/smysecure/catid.html?id=12602
:)
Matt.
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cheats are gonna exist until pcs are nothing more than monitors connected to
the internet and even then someone will find a way to cheat, the best way to
stop cheats is to have a good way to report them not as far as blizzard
went =/ but a constantly monitored system, mabey even by non valve
, 2004 5:29 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] DoD pPlayer-v.playerclass
On Thu, 8 Jan 2004, Matt Boone wrote:
enum
{
PLAYERCLASS_UNDEFINED = 0,
//Allied classes
PLAYERCLASS_LIGHTINF_GARAND,
PLAYERCLASS_LIGHTINF_CARBINE,
8--snip--
Though in 1.2 there may
them for breaking something they hadn't :)
Matt.
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Help!
(I have never coded for 1.5, but I am beginning to wish I had. Are they
going to make it this hard for us to do stuff in HL2?)
The DeleteCSWeapon is not working for me.
DeleteCSWeapon(models/w_awp.mdl,weapon_awp,index);
Am I using this wrong?
If I call this function when the player is
along the same lines.. i made a mod that worked for 1.5 that gave every
player all weapons, now in 1.6 it get to 4/5 and crashes, the code im using
is:
for (int i=0;iMAX_CWEAPONS;i++)
{
edict_t *r = CREATE_NAMED_ENTITY(MAKE_STRING(cWeapons[i]));
r-v.spawnflags |=
this as a setback to anyone
trying to create a mod.
My 2 pennies worth,
Matt.
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Server-Crash exploit
if( pPlayer-v.sequence == 86 )
// Block shield exploit
if( pPlayer-v.sequence == 98 )
Cheers,
Matt.
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://planethalflife.com/botman/stripper2.shtml
Adding and removing of weapons works with 1.6? All my attempts to
remove a spawned weapon causes the server to crash :(
I have looked at your code, but I shall revisit it now :)
Matt.
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sample code for me to borrow? ;)
Matt.
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Thanks a lot, i found similar information on a website and was about to
start looking for them myself =)
- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, April 22, 2004 7:29 AM
Subject: SV: [hlcoders] CS player/item structure
This is a multi-part
is the random value an integer? have a look at the function see what values
it can return, you say when someone needs a spawn point? is it only then
that its crashing?
- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, April 21, 2004 10:59 AM
Subject:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Im making a metamod plugin for a CS server and need to know where ammo is stored.. ive
narrowed it down, but really need to see the CS CBaseEntity class.
int ammo_9mm can be changed to affect the mp5
LINK_ENTITY_TO_GAME(*); you mean?
- Original Message -
From: Deadman Standing [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, April 20, 2004 5:20 PM
Subject: RE: [hlcoders] CS player/item structure
Look at the code for amx. It has magic number offsets for the commands
they
Yes.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Saturday, March 13, 2004 2:52 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] pwd?
This is a multi-part message in MIME format.
--
is that your website?
--
[ details.zip of type
This is certainly a way to do it. However I think you'll find that
drawing that many TE boxes will overflow the client. One good way is to
only draw them on a single client, and only draw every second one. That
gives you a good general shape of the player and an indication if your
server hitboxes
a shield but that doesn't matter :)
- Original Message -
From: Matt Boone [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, March 12, 2004 10:40 AM
Subject: RE: [hlcoders] ServerSide HitBox Drawing (won't work the way it
should)
This is certainly a way to do it. However I think you'll
DoD has client side models only, no bsp.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Philip
Searle
Sent: Tuesday, March 02, 2004 1:10 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Client-side BSP models
I'm recreating the entity every frame
does anyone have any ideas about how to combat
aimbots in 1.6?
Ive got an idea, dunno how feasible!?
Make a living breathing entity =) that floats around the level pretending
randomly to be differnt players, and see who fires at it, cos i bet the
randomized code would be more efficient than the aimbot!
- Original Message -
From: S. Hendriks [EMAIL
thats the point tho, if the server had a max_public_players and max_players
cs would know not to let you on if you havnt got a password registed for
that server, as for sv_maxvisibleplayers i didnt know that existed so my
post is invalid
- Original Message -
From: Florian Zschocke [EMAIL
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Im suprised that no one on the steam team has fixed the join a server with reserved
slots problem :/ sucks, i expect it could be addressed with adminmod or amx but it
seems that the game should deal
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ive only seen this in the recent update, but it seems that the code for spectate mode
has a few bugs, for one, it lets u see a string name and if u enter it as your name it
sends the string whenever
heh, I didnt. gotta do it for university, i know C++, just i thought it
might cause me to get banned if i run qbasic while on steam as it might
think its a cheat program or something? also seems odd that qbasic wont go
into fullscreen mode after steam is completly stopped, probably something to
do
Which model is shown in a dod_control_point for each state is determined
by the mapper, but if they use the standard -
models\mapmodels\flags.mdl:
Bodygroup model
0 Axis
1 Allies
2 British
3 Uncapped
4 Axis small flag
5
If i load qbasic and try to run steam it wont run, then if i close qbasic
run steam, quit it, then run qbasic again it wont go into fullscreen mode..?
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enum
{
PLAYERCLASS_UNDEFINED = 0,
//Allied classes
PLAYERCLASS_LIGHTINF_GARAND,
PLAYERCLASS_LIGHTINF_CARBINE,
PLAYERCLASS_ASSAULT_TOMMY,
PLAYERCLASS_ASSAULT_GREASE,
PLAYERCLASS_SNIPER,
PLAYERCLASS_HEAVYWEAPONS,
tbh, this is the only place i could think of sending something like this, as
at least someone who knows something will read it, as opposed to those
robotic tech support people who quote FAQ's as if its the law :/
my hope if any for this email is to make valve aware that some companys have
problems
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