Okay I have an MP3 i'd like to play at the menu when the game starts; one
catch, I need it to loop.
So What do we know? We know that dumping Play music/blah.mp3 in valve.rc
will play it when the game launches, but will not loop it.
I don't know if there is a method of making the MP3 loop by
Okay I create a new Entity and then set the Origin and Angles, I then
spawn() it.
The entities I am creating are item_healthkit and item_healthvial.
Now then, they spawn fine but they keep re-spawning, no matter what I do
they respawn. I've commented out Respawn() from the item child classes of
Righ so what i've read is that I can add opacity using a map, channel or
using the shader.
So, to take the easiest method, the shader, I defined $alpha in the VMT
file and since it's a range of 0.0 - 1.0 I defined 0.45 so it's just below
half opacity.
However on my prop_physics it doesnt seem
Would it be easily possible to set a soundscape for a specific player in
real-time?
What i'm thinking of is sort of 'sound effectors' methods of distorting the
range of sound effects played to a specfic player.
Anyone shed some light on this idea?
Thanks,
Mukkan
I am making a modification that requires some player to have health for up
to 1000, however it seems that when the health in HL2:DM goes over around
500 - 600 it reset's to 0, then it crashes when you go up to 300 - 400 from
that 0.
Does anyone know how I can resolve this problem? I've changed
Hey,
I noticed that when an NPC or Player dies in the game their face is posed to
something that suit's their current state.
Does anyone know where this code is located in the SDK?
Thanks,
Mukkan
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I don't know if this is a known issue or something caused by Cannonfodders
Decompiler but:
**
Decompiler: Cannonfodder
SMD Import / Export: Cannonfodder
**
I decompiled the v_pistol model, loaded the reference into 3dsmax and made
what changes I needed, exported the reference.
I then
Certainly.
Cannot find bone ValveBiped.Bip01_L_Finger3
Sorry I forgot to mention it was a cannot find error.
From: Minh [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Model Decompile Recompile Issues (Cannonfodders
I don't seem to have that option, what export/import script are you using?
(assuming your using 3ds max).
From: Minh [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Model Decompile Recompile Issues (Cannonfodders
Tool)
I am just wondering how I can tell what version of the SDK I originally
built one of my modifications on and how I can check what versions have been
released since and what specific code changes there where.
Could anyone help me out with this? If there a link to a page or something
with all the
Is there some kind of system in the source engine I can use to easily route
variables between the Client and Server DLL's?
_
FREE pop-up blocking with the new MSN Toolbar - get it now!
No, say for example I want to trigger a boolean in a client file (thats not
shared) from a server file (that's not shared).
From: Nick Darnell [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Routing Variables
Date: Thu, 19
Look I don't want to be rude, but...
Is it just me or is the HL2:DM SDK the most ugly, unorganised shit you've
seen in a while?
I mean im comparison to the Doom 3 engine, and well Doom 3 is more script
orientated but someone could have organised the mass of source files a
little better in the
Greetings,
I should first note that I havent dwelved into Shader creation *yet*, most
because of the Perl involvment.
Basically what I am attempting to do is add a blur around the edges of the
viewport.
In theory, as far as I know I have the following options:
- Pixel Shader
- VGUI Overlay
I
Has anyone given cell shading in the source engine any real research.
Has anyone actually put it into practise? If so what where the main problems
you encountered?
_
Express yourself instantly with MSN Messenger! Download today
I'm calling it in gamerules.. A think function or something that checks the
frag count against the fraglimit.
From: Tony \omega\ Sergi [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] FragCount() DeathCount
Date: Thu, 29
Yeah one index directly; but I tried UTIL_LocalPlayer (or whatever) and that
just returned nothing.
From: Tony \omega\ Sergi [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] FragCount() DeathCoun
Date: Thu, 29 Mar 2007
Ah right; but when I am enuming them; how will I identify my player? What's
the best way?
By the player's text name or something?
From: Tony \omega\ Sergi [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] FragCount()
So I use UTIL_GetLocalPlayer and then
UTIL_playerindexfunction( pplayer-entindex() )
Just to clear things up?
From: Tony \omega\ Sergi [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] FragCount() DeathCo
Date: Thu, 29 Mar
http://www.megaupload.com/?d=2EBR73ZR
Uploaded
From: Christopher Harris [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Model Problem; Error Ingame
Date: Thu, 22 Mar 2007 20:33:23 -0400
Upload to somewhere like
But what about when it comes to removing the ragdoll from everyones screens;
sure the gib effect will be server-side but unless ragdolls are set
serverside then the removal of the ragdoll will be client side right?
That's my main worry.
From: Nathan Voge [EMAIL PROTECTED]
Reply-To:
I was just thinking while in the shower about Gibbing Ragdolls.
Say if I wanted to make it so that when a player dies and the ragdoll falls
to the floor, if your shoot it again it gibs.
Well I could easily do this client side, by manipulating the ragdoll the
bullet collided with; but if I
Does anyone know any sutible place to put code that you want executed when
the mod launches?? I would be very greatfull.
Thanks,
Mukkan
From: Mukkan Yhtiö [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Game Launched -
I would like to execute some code everytime the game is back on the menu
screen; where is the best place to put the code?
I was thinking
void CBasePanel::PaintBackground( void )
Any better ideas?
Thanks,
Mukkan
_
FREE pop-up
No; the menu screen you see when you first launch the mod.
Also a place to execute code when the mod first stats up would be rather
handy too.
From: Ryan Sheffer [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Game
Does anyone know where the server-side flash light effects are located? It's
driving me insane; I found them before by accident and changed it to pink
and now don't know where it is to change it back.
If anyone could help me out with this; it would make me super happy.
Thanks,
Mukkan
I don't seem to have that in my HL2DM base?
From: Garry Newman [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server Side Flashlight Effects
Date: Thu, 25 Jan 2007 16:54:07 +
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Yep; the code is out of date. Any idea where the old flash light code is?
From: Garry Newman [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server Side Flashlight Effects
Date: Thu, 25 Jan 2007 17:57:27 +
--
[ Picked
When ever I setup a client side effect like a particle amitter and then
write the DispatchMessage() on the server the effects only seem to show t
oother people; and not the person who created the effect.
I am pretty stumped why this is happening; I assume it's not ment to as you
can't call
Thanks for that! Worked like a charm!
From: Minh [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Client Side Effects
Date: Mon, 22 Jan 2007 00:18:41 -0800
I ran into this problem as well. It's because by default
Hi,
Could some one explain how Vector Vatriables work? As far as I know they
hold (x, y and z) coordinates?
If I wanted to manually manipulate a Vector Variable in game I need to know
how they work mathimatically? What they hold entirely and how to manipulate
them in a 3D environment.
I assume
Man I wish I knew how to port my modells into the Source Engine; I can
modell in 3DS Max but converting the models into the source engine isnt a
terribly easy job; no matter what I try the end result just doesnt work.
From: Ryan Sheffer [EMAIL PROTECTED]
Reply-To:
For some reason when I call UTIL_BloodStream; everything works fine but the
blood shows up as blocks of unidentified texture.
Any one know why this might be happening or how I can fix it?
Thanks
_
Express yourself instantly with
For some reason when I call UTIL_BloodSpray; everything works fine but the
blood shows up as blocks of unidentified texture.
Any one know why this might be happening or how I can fix it?
Thanks
_
Express yourself instantly with
Okay I copied particle_sphere can called it particledefault and the blood
now shows up in game as white/light-aqua spheres.
If anyone has the original particledefault file or has anyidea what it is
meant to look like can they upload/tell me?
Thanks!
From: Tony \omega\ Sergi [EMAIL PROTECTED]
That would be really helpfull Omega; I don't think Valve would care about
licencing when it comes to a file of a few bytes like this one.
Send it as an attatchment diectly to my email or something?
Thanks! :D
From: Tony \omega\ Sergi [EMAIL PROTECTED]
Reply-To:
Strange; everytime I compile a new Particle using VTFEdit the black around
the Particle is visible in game. Even if I rename a blood VTF from
Effects/.
Any ideas?
From: Ben Everett [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: RE:
Thank you all so much for your help; I managed to fix that Alpha
Transparency Problem - it kept getting lost in file conversion.
But again; thanks so much! :D
From: Tony \omega\ Sergi [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re:
I want to make a sphere effect (orb) but I am not sure as to what would be
the best way to go abouts doing this?
What if I created one single very large particle; would that be sufficient?
(probably not)
Thanks,
Mukkan
_
Express
I need to create a light source while in game; I have been looking at
lightglow.h and this looks like it will be a good idea.
Although; if I could find where the Flashlight source code is in the SDK; I
am slightly stumped as I found it a few months back but have no idea
where... :\
If anyone
he admitted he was the owner of cherrycake.org ages ago you fucking retard.
your behavior on here speaks volumes of your character.
all I have seen is you act like a fucking moron you didnt even need to get
involved now quite messing up my godamn inbox retard.
From: Jeremy Swigart [EMAIL
Please do not spam mailing lists just to let some one know you have
blocked them...
On 13 Aug 2006 at 9:47, Jonathan Murphy wrote:
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[ Picked text/plain from multipart/alternative ]
I do not condone cheats or their authors, you will now be ignored.
On 8/13/06, [EMAIL PROTECTED] [EMAIL
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