Re: [hlcoders] Flaregun.cpp Projectile Spread.

2007-05-27 Thread Mukkan Yhtio
, 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

Re: [hlcoders] Server side mods

2007-05-27 Thread Mukkan Yhtio
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?

[hlcoders] Flaregun.cpp Projectile Spread.

2007-05-26 Thread Mukkan Yhtio
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

[hlcoders] dynamically increasing weapon ammo

2007-05-20 Thread Mukkan Yhtio
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

Re: [hlcoders] dynamically increasing weapon ammo

2007-05-20 Thread Mukkan Yhtio
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

[hlcoders] PlayGameSound; 32000hz ERROR

2007-05-14 Thread Mukkan Yhtio
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

[hlcoders] npc_turret_floor Spwaning Problems

2007-04-30 Thread Mukkan Yhtio
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(

[hlcoders] Identifying Models via Hammer Name

2007-04-26 Thread Mukkan Yhtio
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

Re: [hlcoders] Identifying Models via Hammer Name

2007-04-26 Thread Mukkan Yhtio
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

[hlcoders] Player Frags

2007-03-29 Thread Mukkan Yhtio
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:

Re: [hlcoders] FragCount() DeathCount(

2007-03-29 Thread Mukkan Yhtio
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

[hlcoders] Player USE (Item Pickup)

2007-03-22 Thread Mukkan Yhtio
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

Re: [hlcoders] Player USE (Item Pickup)

2007-03-22 Thread Mukkan Yhtio
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

[hlcoders] Blood Effects (Query)

2007-03-21 Thread Mukkan Yhtio
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

Re: [hlcoders] SpawnSpecificGibs()

2007-03-21 Thread Mukkan Yhtio
: [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