The 'world' is an entity as well. Named worldspawn
===
Stefan Hendriks
FunDynamic RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com
===
-Oorspronkelijk
After a little research, to answer your 'where' question.
From the trace_t result, trace.endpos is what you are looking for.
===
Stefan Hendriks
FunDynamic RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com
Funny how much attention HL2 itself got, or better said, the Source
engine got, for being able to run on low-end machines. While the STEAM
launcher itself is a cpu hug itself as well. I don't know why and how,
but i would not mind a 'huge' STEAM update in its core if it would be
way better.
As for offline mode, if you have been online before with it. You should
be able to go offline. In fact, all you need to do is have NO internet
connection.
===
Stefan Hendriks
FunDynamic RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
Perhaps this is just a stupid comment (so if so, don't say it is, makes
me feel dumb! :P) but i saw in several programs you can slice the cpu
usage. So perhaps STEAM does not slice it, and simply forces your CPU to
give it all its power (though i have no CLUE WHATFOR).
: [hlcoders] Steam: Technology failure
Fixed 100% CPU use on startup
From steams changelog, so that's probably from before that they noticed
that bug.
On Wed, 26 Jan 2005 16:14:39 +0100, S. Hendriks [EMAIL PROTECTED]
wrote:
Perhaps this is just a stupid comment (so if so, don't say it is,
makes
Little children could we stay on topic like grown ups?
The subject is STEAM, we shared our points. If nobody has something to
say that could make this 'discussion' fruitable, i'd say, we stop this
discussion right now.
===
Stefan Hendriks
FunDynamic
Aren't there any 'code analyzers'? I once had a shareware program that
could read my code, and make a sort of flowchart of it. I bet there are
way more advanced stuff out there that can easily dump out a visualized
class hierarchial structure. Or else, you could try to write your own
code
Actually you pay for HL2 itself and get the SDK as a free optional tool.
So everything that Valve provides is in courtisy and cannot be held as a
product you payed for and can force 'support' from ;) In that sense,
Valve is doing a very good job! Replying to mails, contributing to this
list.
@list.valvesoftware.com
Onderwerp: Re: [hlcoders] Documentation
S. Hendriks wrote:
Actually you pay for HL2 itself and get the SDK as a free optional
tool. So everything that Valve provides is in courtisy and cannot be
held as a product you payed for and can force 'support' from ;) In
that sense
Thats very good news, i can't wait to extend those. I lack time to
investigate stuff, but i am sure when the new SDK release is there, it
will give us a lot more control over things (well as far as its needed
of course).
I heard, but did not test this yet, that the current 'bot plugins' do
not
Sounds to me like the FN got enabled. Or somehow the NUM LOCK got
enabled.
===
Stefan Hendriks
FunDynamic RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com
===
PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome Sent: Tuesday, January 18, 2005 11:48 AM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in
January or February?
S. Hendriks wrote:
I heard, but did not test this yet, that the current 'bot plugins
I can imagine,
Though the cBaseEntity access gained on the more 'clean' is not that
bad!?
===
Stefan Hendriks
FunDynamic RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com
If possible i'd say use some sort of entity to define an area where
gravity changed. Ie, like in CS you have a func_buyzone, you can have
some sort of area like that as well.
===
Stefan Hendriks
FunDynamic RealBot
http://www.fundynamic.nl
I am reading that post and almost faints of the type of code, i feel
such a newbie.
===
Stefan Hendriks
FunDynamic RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com
] Namens Maarten van der
Zwaart
Verzonden: dinsdag 11 januari 2005 9:15
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] This should not be possible, yet it works!?
On Mon, Jan 10, 2005 at 01:12:40PM +0100, S. Hendriks wrote:
Rofl, i think its a bi-directional thing here ;) You
It works, you should be more specific on your compiler errors. For
instance, are you sure you extracted the bot/plugin into the utils/
directory?
===
Stefan Hendriks
FunDynamic RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
The playerinfomanager does not always seem to be working for me:
I have a line where it keeps updating my bot team index, in case the bot
switched teams. This seems to work:
// When we already joined the game for one second, only then do this
if ((pBot-fJoinTime 0.0f) (pBot-fJoinTime +
===
-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens S. Hendriks
Verzonden: dinsdag 11 januari 2005 15:21
Aan: HL Coders List
Onderwerp: [hlcoders] PlayerInfoManager Interface?
The playerinfomanager does not always seem to be working for me: I
DOH
*SLAPS WITH HAND AGAINST HEAD, VERY HARD*
I'll never try to code till late again :S
===
Stefan Hendriks
FunDynamic RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com
I was running an 8 player server.
The following code fixed my problem:
pEnemyBaseEntity = CBaseEntity::Instance(pPlayerEdict);//
get the player entity
// Check if its a player. (thx botman for pointing me out on
this shame)
if (!pEnemyBaseEntity-IsPlayer())
Probably something very tricky, but here goes:
I know that sending of a clientcommand with engine-ClientCommand() does
not work. In HL1 there was a possibility to hook up:
Cmd_Args (void);
Cmd_Argv (int argc);
Cmd_Argc (void);
For the moment i only found that i could retrieve the info from the
: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] This should not be possible, yet it works!?
mod authors should *not* be limited or restricted by plug-in authors.
plug-in authors *should* be limited and restricted by mod authors :)
On Mon, 10 Jan 2005 11:38:00 +0100, S. Hendriks [EMAIL
I still see the reason.
You could derive your entities from the baseclass and put a reset in
that entity. When you want to reset stuff, you could put that in an own
baseclass even so you derive from 2 classes.. Imo, there is no excuse to
alter the baseentity or baseplayer class.
That would be a most ideal situation. I just hope it will also compile
fine when you give me your class ,w ithout the contents of possible
functions...
===
Stefan Hendriks
FunDynamic RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
This question is for Valve guys actually;
There is a problem with accessing cBaseEntity and cBasePlayer from a
plugin. This is know, and there is no 'clean' way of doing this right?
Some guy, figured out , by luck/chance/knowledge?, to get a plugin
compiling and working with cBaseEntity and
Hello all,
Let me get straight down to the point; i'm trying to let my bots
(created in a server plugin, using CreateFakeClient in CS: SOURCE) aim
at a specific vector. I have tried first to find a function that could
even make change their aiming. So i dug into the SDK and found several
Something i like is what ID does with Quake 3 and such. This 'pure
server' thing. Where the clients are forced to load DLL's that are 100%
identical to the server ones. With STEAM this should not be a problem i
guess. When detecting a mismatch between client and server you could
force the client
and destroy their HD... I bet they
won't try it again ;)
-Stefan
-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jeffrey botman
Broome
Verzonden: maandag 23 februari 2004 19:03
Aan: [EMAIL PROTECTED]
Onderwerp: Re: [hlcoders] CS Cheats - Aimbot in 1.6.
S
Although with good intentions to fix stuff for bots, Valve did it again
and broke bot support.
I see the bit flags are now working again, thats very nice. Although it
does not matter anymore for any bot author on CS as we adapted our own
fix a lng time ago. Nevertheless we switch back to
, if you find a grenade entity with the models/w_c4.mdl model, then
you can be pretty sure it is the planted bomb.
Hope this helps ya a bit.
S. Hendriks
RealBot (http://realbot.bots-united.com)
-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Brian A. Stumm
a server , not when joining one.
-Stefan
-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens tei
Verzonden: dinsdag 2 december 2003 0:45
Aan: [EMAIL PROTECTED]
Onderwerp: Re: [hlcoders] Req: liblist.gam fix mp.dll
Florian Zschocke wrote:
S. Hendriks wrote
:50
Aan: [EMAIL PROTECTED]
Onderwerp: Re: [hlcoders] Req: liblist.gam fix mp.dll
S. Hendriks wrote:
That would be doing the same work twice imo. Anyhow,as botman
suggested loading a dll from the command line is also a fine method. I
do want to point out that most players/users who want
to ensure other dll's will work at once and users don't
have to think about 'fixing' something first before able to play
'offline'.
Thanks in advance for any reply,
S. Hendriks
http://bot.counter-strike.net/realbot
___
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mp.dll
S. Hendriks wrote:
Therefor a little request, could steam just only do this ONCE? Its
okay when steam updates and such and then overwrites my original file
but it would be just ok if it did this once, so i don't have to 'mess
around'.
How about if Steam had a CVS like intelligence
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