Hallo,
Wednesday, November 13, 2002, 18:56,
Cortex [EMAIL PROTECTED] wrote:
I finally got it to work !! I use the method that is used in the new (SDK
2.3) overview code. It checks at each call of Reset if the name of the map
has changed (using gEngfuncs.pfnGetLevelName()). If it has changed,
, 2002 11:56 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] detecting mapchange client-side
Hey !
I finally got it to work !! I use the method that is used in the new (SDK
2.3) overview code. It checks at each call of Reset if the name of the map
has changed (using gEngfuncs.pfnGetLevelName
Oh, yes. It could be an other solution ;) I didn't notice this comment.
- Cortex : HL ALBATOR coder mapper
- [EMAIL PROTECTED] ICQ : 71548738
Sebastian Steinlechner wrote:
Hallo,
Wednesday, November 13, 2002, 18:56,
Cortex [EMAIL PROTECTED] wrote:
I finally got it to work !!
Hi,
I've a problem since several months (but I didn't tried to fix it for
several months ;p). In fact, I want to detect mapchange from client-side.
Nowadays, I check it from the CHud::Redraw function :
if (!intermission)
else
// It's an intermission
It works fine for
At 09:10 PM 11/12/02 +0100, you wrote:
How about hooking the console command? Like it is done for showscores
etc., at least this should work when a client enters map.. if a server
admin enters it in the dedicated server console.. well.. ok that would work
:) Maybe this helps..
--
[ Picked text/plain from multipart/alternative ]
Have the server update the client as it joins the game with the status of
the rain (or whatever) and keep track of it in the server instead...
At 21:10 12/11/2002 +0100, you wrote:
Hi,
I've a problem since several months (but I didn't tried to
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