Lady Gageateam
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Well, I'm having some more issues. I have a simple temporary solution of
using a placeholder model with different skins to represent different items
- it works fine, but the weapon selection is broken.
I overrode the filter for not picking up weapons you already have with an
exception for
Just a dab'll do ya.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Or ten pounds, actually.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
All that's really worrying me right now is the fact that it seems to be
impossible to get the string itself to actually network to the client..
Here's the latest code by the way:
(I updated DEFINE_AUTO_ARRAY_KEYFIELD like you suggested, by the way)
http://pastebin.com/uYxviT6W
Yaay the custom build step managed to break itself.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
As it turns out:
The Msg command not working was due to it being in the Spawn function.
In hud_weaponselection.cpp, the weapon name is pulled from the script, not
the actual GetPrintName() function.
Now I have a temporarily workable solution, just without viewmodels.
I currently have a goal - make an inventory system using the existing weapon
framework.
I have a fairly good plan:
weapon_item
Needs several keyvalues;
View Model - Overrides the weapon script for view model.
World Model - Same as above but with world.
Bucket number - Position horizontally in
Another thing I've noticed seems to be that even directly forcing the values
in GetPrintName() and the other similar functions does not work. Is there
some specific thing going on in CBaseCombatWeapon preventing those functions
from being overridden in derived classes?
Also, in env_projectedtexture.cpp there is:
DEFINE_AUTO_ARRAY_KEYFIELD( m_SpotlightTextureName, FIELD_CHARACTER,
texturename ),
Does this mean it doesn't need a Keyvalues() function or is it something
else?
___
To unsubscribe, edit your list
And I did some more testing, put in two message functions, both in the spawn
function but on client and server:
Msg(CLIENT - VM: %s WM: %s DN: %s B1: %i B2: %i \n, m_szViewModel,
m_szWorldModel, m_szDisplayName, m_iBucket1, m_iBucket2);
Msg(SERVER - VM: %s WM: %s DN: %s B1: %i B2: %i \n,
11 matches
Mail list logo