, but
that is going to be bloody wide.
EG. 357 uses a 1, mp7 uses a 4
Adam
--- Mukkan Yhtio [EMAIL PROTECTED] wrote:
Hey,
I've been toying with the flaregun code and I have
hit a stange problem
that I just don't understand.
I've looked over the code and can't seem to find
what's responcible
Well most of what you might want to change on the server's side is
stored in script files anyway. So just modify the HL2 DM script files
(you will probably need to extract them from the GCF's and possibly
unencrypt .ctx files).
Ook wrote:
Is it possible to make a HL2MP server side only mod?
Hey,
I've been toying with the flaregun code and I have hit a stange problem
that I just don't understand.
I've looked over the code and can't seem to find what's responcible for
the projectile's spread so I assume that the 3D world's gravity and
whatnot effects the projectile once it's been
Hey i've looked around and can't really find an answer.
What I would like to do is dynamically increase a weapons ammunition.
I know that I can get the pointer to the Current Active Weapon (and then
I suppose I could identify it by model name) however that doesnt help me
at all.
What I would
Thank you, I found that very helpfull. :)
Greg Scott wrote:
--
[ Picked text/plain from multipart/alternative ]
Yup, IIRC, weapons only store the ammo currently in the clip, in m_iClip1
and m_iClip2, the player stores the ammount of ammo/etc. that they have in
reserve. Here's a little code
Well I recorded some perfect voice overs; and they wont play due to
32000hz rate.
I don't know how the hell I can fix that without messing up the speed at
which the wav files are played at... ultimatly rendering the files usless.
Anyone have any idea what I can possibly do here?
All I know is
I have written the following code the spawn the npc_turret_floor entity.
CNPC_FloorTurret *pEntity = (CNPC_FloorTurret*) CreateEntityByName(
npc_floor_turret );
pEntity-Spawn();
pEntity-SetLocalOrigin( local_origin );
pEntity-SetLocalAngles( local_angles );
pEntity-AddSpawnFlags(
I would like to identify what model I am currently looking at by the
name it is given in hammer? If this is possible could some one help me out.
I am assuming CBaseEntity's GetModelName() but I cannot test this right now.
Any confirmations or corrections are appreciated.
Thanks,
Mukkan
it in 'string_t' format.
- Original Message -
From: Mukkan Yhtio [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, April 26, 2007 2:47 PM
Subject: [hlcoders] Identifying Models via Hammer Name
I would like to identify what model I am currently looking at by the
name
Is there a function called when a player frags another player? Such as
when you get killed Event_Killed is called.
Thanks,
Mukkan
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Yeah but then it doesnt return anything?
Benjamin Davison wrote:
--
[ Picked text/plain from multipart/alternative ]
If you are working with the local player I think you should use
CBasePlayer::GetLocalPlayer(); instead.
On 3/29/07, Mukkan Yhtio [EMAIL PROTECTED] wrote:
For some reason when
I have compaired the HL2 base and the HL2DM Base and I can't figure out
why in HL2 you can pickup small physics props with the USE Button and
you can't in HL2 DM?!
Could some one please help me with this? I would like to enable this
feature in HL2DM but can't understand how.
I have trawled
it was a bit wonkers at times due to the way item
pickup was written I think. I sadly do not have the code anymore as I
reformatted multiple times since then (just a few days ago for Vista),
once
I get steam up and running I will look over it again.
- Original Message -
From: Mukkan Yhtio [EMAIL
Just a query but I was wondering:
In Half Life 2 when a player is blown up and flys into a wall. Are they
meant to leave a blood mark be default?
Also when you shoot a dead bodie is it meant to leave the flesh decales
on it?
Just wondering; because if not I will need to implement these
: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mukkan Yhtio
Sent: Wednesday, March 21, 2007 10:18 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] SpawnSpecificGibs()
I am using this to spawn gibs; however the gibs don't seem to be solid.
If I walk over them or shoot at them
15 matches
Mail list logo