Re: [hlcoders] (no subject)

2010-12-01 Thread Nova Silisko
Lady Gageateam ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Weapon script overrides

2010-11-29 Thread Nova Silisko
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

Re: [hlcoders] (no subject)

2010-11-28 Thread Nova Silisko
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

Re: [hlcoders] (no subject)

2010-11-28 Thread Nova Silisko
Or ten pounds, actually. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Weapon script overrides

2010-11-27 Thread Nova Silisko
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

Re: [hlcoders] Weapon script overrides

2010-11-27 Thread Nova Silisko
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

Re: [hlcoders] Weapon script overrides

2010-11-27 Thread Nova Silisko
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.

[hlcoders] Weapon script overrides

2010-11-26 Thread Nova Silisko
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

Re: [hlcoders] Weapon script overrides

2010-11-26 Thread Nova Silisko
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?

Re: [hlcoders] Weapon script overrides

2010-11-26 Thread Nova Silisko
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

Re: [hlcoders] Weapon script overrides

2010-11-26 Thread Nova Silisko
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,