Re: [hlcoders] grenade code

2008-10-02 Thread Yorg Kuijs
hey List, me again. Got the grenade timer started on event and also have it forcing you to throw at detonate time. Timer continues on in the entity so that works now to. One problem left: Sometimes if I hold a grenade for a short time, then throw it, then press throw button again at exactly the

Re: [hlcoders] grenade code

2008-09-28 Thread Yorg Kuijs
. This is inheritance. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Yorg Kuijs Sent: September-26-08 9:19 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] grenade code alright I think I fixed the previous problems but can't really

Re: [hlcoders] grenade code

2008-09-26 Thread Yorg Kuijs
alright I think I fixed the previous problems but can't really test it yet. Right now in weapon_superfrag it does SetTimer bla bla bla and what is actually that timer is named m_flThrowTime in grenade_superfrag.cpp it uses m_flDetonateTime now what I need to make is m_flDetonateTime =

Re: [hlcoders] grenade code

2008-09-26 Thread Tony Sergi
Of Yorg Kuijs Sent: September-26-08 9:19 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] grenade code alright I think I fixed the previous problems but can't really test it yet. Right now in weapon_superfrag it does SetTimer bla bla bla and what is actually that timer is named

Re: [hlcoders] grenade code

2008-09-22 Thread Yorg Kuijs
it is defined and none of that even works would be better if I could mail the files to someone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] grenade code

2008-09-21 Thread Yorg Kuijs
hey List, back again with another problem now trying to start off the detonation off grenades when the pull is pinned through events, I first tested it by starting the countdown sound in the event and that worked, doing the timer proves more troublesome. I'm currently working in

Re: [hlcoders] grenade code

2008-09-21 Thread Tom Leighton
If you are declaring SetTimer in the class def, are you actually providing a body for that method? Yorg Kuijs wrote: hey List, back again with another problem now trying to start off the detonation off grenades when the pull is pinned through events, I first tested it by starting the

Re: [hlcoders] grenade code

2008-09-21 Thread Yorg Kuijs
Body as in a function? in that case no if not I don't know what you mean ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] grenade code

2008-09-21 Thread Jonas 'Sortie' Termansen
Message - From: Yorg Kuijs [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, September 21, 2008 6:48 PM Subject: Re: [hlcoders] grenade code Body as in a function? in that case no if not I don't know what you mean

Re: [hlcoders] grenade code

2008-09-21 Thread Yorg Kuijs
ah wait it wasn't loading the SetTimer from GrenadeSuperFrag but from WeaponSuperFrag so hence it indeed didn't have a body, grenade_superfrag.h is included, anyway I can use the SetTimer from GrenadeSuperFrag in WeaponSuperFrag? I tried CGrenadeSuperFrag::SetTimer but says its not a class or

Re: [hlcoders] grenade code

2008-08-30 Thread Yorg Kuijs
ok back again and found out a bit more I'm thinking I was initially wrong when I thought only NPC's use Events but I think its actually so that Activities are linked to Events and in the events the coder can then specifiy specific code stuff that a modeller can't do with it. so I think I have

Re: [hlcoders] grenade code

2008-08-30 Thread Maarten De Meyer
I haven't followed the discussion from the beginning, so I don't know where you are in the code, but you seem to be talking about grenades, so typically if you want to wait until the end of an animation you do sth like: SetWeaponIdleTime( gpGlobals-curtime + SequenceDuration() ); or

Re: [hlcoders] grenade code

2008-08-30 Thread Yorg Kuijs
well been mucking around with the example you gave have this now: case EVENT_WEAPON_SEQUENCE_FINISHED: if ( gpGlobals-curtime m_flTimeWeaponIdle ) { m_fDrawbackFinished = true; } break; and in PrimaryAttack():

Re: [hlcoders] grenade code

2008-08-30 Thread Tim Baker
{ event 3900 4 } The number after the event number is the frame when the event should be fired. It looks like the last frame in your animation is 35 so write: { event 3900 35 } -- Tim Baker -- ok back again and found out a bit more I'm

Re: [hlcoders] grenade code

2008-08-30 Thread Yorg Kuijs
ohhh me and my modeller were already wondering what 4 ment! we'll give it a shot! thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] grenade code

2008-08-30 Thread Yorg Kuijs
well he tried it and it worked so thanks! spent several days on this and now it turns out his fault :P I believe its time to give him a spanking.. nah kidding many thanks though :) ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] grenade code

2008-08-26 Thread Yorg Kuijs
updating this found where I could probably do what I wanna do, but inexperienced as I am and without examples I have no idea how to do it let's take a look if( m_fDrawbackFinished ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if (pOwner) {

Re: [hlcoders] grenade code

2008-08-25 Thread Yorg Kuijs
so moved on and now trying to prevent people from throwing the grenade DURING the ready animation, for standard hl2 grenades the pin is pulled when you draw the grenade and you can throw it without even fully raising your arm. In my mod the pins gonna be pulled at the actual animation when you

Re: [hlcoders] grenade code

2008-08-24 Thread Yorg Kuijs
ok been trying out more stuff and found the culprit: it's: bool CGrenadeMelon::CreateVPhysics() { // Create the object in the physics system VPhysicsInitNormal( SOLID_BBOX, 0, false ); return true; } if I would remove this then melon explodes when it touches something BUT it just

Re: [hlcoders] grenade code

2008-08-24 Thread Jay Stelly
Add this line. It will get vphysics to generate touch functions for the grenade. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Yorg Kuijs Sent: Sunday, August 24, 2008 9:09 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders

Re: [hlcoders] grenade code

2008-08-24 Thread Yorg Kuijs
GREAT, that did it :) thank you very much! seems to work fine now gonna test it to more extent tommorow! again many thanks :D Jay Stelly schreef: Add this line. It will get vphysics to generate touch functions for the grenade. ___ To

Re: [hlcoders] grenade code

2008-08-22 Thread Yorg Kuijs
still haven't got it working the base projectile grenade was useless, it wasnt even included in the project and seems part of the sdk code? or whatever.. more usefull seems all the code I can gather from bugbait, rpg and basegrenade_shared together like that I have the following code in my

Re: [hlcoders] grenade code

2008-08-22 Thread Maarten De Meyer
probably cause you're using a hl2 mod or something, I have a from scratch mod ( ep1 based ), and my code uses base projectile grenades :) still haven't got it working the base projectile grenade was useless, it wasnt even included in the project and seems part of the sdk code? or whatever..

Re: [hlcoders] grenade code

2008-08-22 Thread Yorg Kuijs
yeah EP1 half life 2 multiplayer mod:) anyway anything you see wrong with the code? I know the touch function and all works, but only seem to get it to work for players, npcs and physic props, so anything else thats also solid isnt counted somehow.. which is strange, im thinking something else

Re: [hlcoders] grenade code

2008-08-20 Thread Yorg Kuijs
Alright back with a new problem, been working on a grenade that explodes on impact and used so far molotov or rpg code(tried both) but haven't been able to get it work yet, all I got to work is that it explodes on physic entities, npcs and players but other then that it just bounces off

Re: [hlcoders] grenade code

2008-08-20 Thread Maarten De Meyer
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/ but impact grenades should be peanuts. Check out void CBaseGrenadeProjectile::ResolveFlyCollisionCustom( trace_t trace, Vector vecVelocity ) hth Alright back with a new problem, been working on a grenade that explodes on impact

Re: [hlcoders] grenade code

2008-08-20 Thread Yorg Kuijs
Maarten De Meyer schreef: but impact grenades should be peanuts. Check out void CBaseGrenadeProjectile::ResolveFlyCollisionCustom( trace_t trace, Vector vecVelocity ) hth didnt notice there was a basegrenadeprojecile yet! gonna check that out for sure tommorow! thanks :)

Re: [hlcoders] grenade code

2008-08-20 Thread Jed
Yeah the impact grenade base is what the SMG grenade launcher uses if that's of any help. I used it as a base for a artillery shell projectile I made for a cannon once. I think the only thing I had to change in the touch code was to make it discreetly vanish rather than explode when it hit the

Re: [hlcoders] grenade code

2008-08-02 Thread Yorg Kuijs
just mailing this so you know: I fixed the bleeping and the sound is now properly playing, turns out I needed to change npc_grenade_frag to npc_supergrenade_frag, most likely that was still trying to somehow load the sound from grenade_frag.cpp causing a conflict but changing it to be

Re: [hlcoders] grenade code

2008-08-01 Thread Yorg Kuijs
I think I'm just gonna leave explosion as is for a while, changed my focus on the bleeping of the grenade before it explodes I found already how to change it but my sound cant play correctly because its about 5 seconds long and it tries to bleep after less then a second again so the soundfile

Re: [hlcoders] grenade code

2008-08-01 Thread BEaST
Здраствуйте товарищ Yorg! File grenade_frag.cpp void CGrenadeFrag::Spawn( void ) { Precache( ); SetModel( GRENADE_MODEL ); if( GetOwnerEntity() GetOwnerEntity()-IsPlayer() ) { m_flDamage = sk_plr_dmg_fraggrenade.GetFloat();

Re: [hlcoders] grenade code

2008-08-01 Thread Yorg Kuijs
hey BEaST, that sounds like it but the thing is that's the sound I set to null.wav and it doesn't play the bleeps anymore except the first bleep so isn't it strange that it's still emitting that first bleep, that's why I think the first bleep is created somewhere else.. yet this does sound

Re: [hlcoders] grenade code

2008-08-01 Thread Yorg Kuijs
ok so another solution I thought of would be to remove all the lines of code for next bleeptime and bleep frequence as I don't want that(this code:) m_flNextBlipTime = gpGlobals-curtime + FRAG_GRENADE_BLIP_FREQUENCY; funny thing now is that it seems stuck in between wanting to play the default

Re: [hlcoders] grenade code

2008-07-31 Thread Yorg Kuijs
Well I've been it at for a few more hours and still no luck, I was thinking however how it may eventually prove to be faster and easier to do it in the script file(game_sounds_weapons.txt) and somehow decide sounds by checking what weapon_name.txt script is loaded. Ehm here an example of what I

Re: [hlcoders] grenade code

2008-07-31 Thread Adam amckern McKern
] wrote: From: Yorg Kuijs [EMAIL PROTECTED] Subject: Re: [hlcoders] grenade code To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Date: Friday, August 1, 2008, 12:31 AM Well I've been it at for a few more hours and still no luck, I was thinking however how it may

Re: [hlcoders] grenade code

2008-07-31 Thread Jonathan Murphy
I'm pretty sure that if is not supported by weapon scripts as they aren't really scripts but rather data definition formats. Could you give us the code you have so far, the SuperFrag/HolyGrenade .cpp and .h? On Fri, Aug 1, 2008 at 12:31 AM, Yorg Kuijs [EMAIL PROTECTED] wrote: Well I've been it

Re: [hlcoders] grenade code

2008-07-31 Thread Ryan Sheffer
You are going to have to edit the explosion effect itself which is client side. Ill give you the location but actually getting your own sound to play is going to require some skill on your part, that being, you will need to create a new variable in that explosion FX so you can if statement your

Re: [hlcoders] grenade code

2008-07-30 Thread Yorg Kuijs
Alright another question: I started on adding a new grenade, all went well, it's in game though its still using the same ammo as the regular grenade, however it will have a unique sound replacing the regular bleeps and explosion but I can't find out how to change sounds of it individually. I

Re: [hlcoders] grenade code

2008-07-30 Thread Jed
I think you'll find it's defined in the weapons script file. i.e. weapon_mygrenade.txt Theres a section that defines weapon sounds and these refer to sounds defined in weapon_sounds.txt. Hope that helps. - Jed 2008/7/30 Yorg Kuijs [EMAIL PROTECTED]: Alright another question: I started on

Re: [hlcoders] grenade code

2008-07-30 Thread Yorg Kuijs
nah there's only a few sounds defined there but I found what I was looking for in the code, but again if I change this it will count that for all the grenades so I want to make something like: if weapon_frag.cpp { playsound1 } if weapon_superfrag.cpp { playsound2 ] I have no idea how to do

Re: [hlcoders] grenade code

2008-07-30 Thread Yorg Kuijs
Been messing around for about 2 hours now and I think I almost got it currently using this code: if ( weapon_superfrag ) { EmitSound( HolyGrenade.Explode ); } else if ( weapon_frag ) { EmitSound( BaseGrenade.Explode ); } the problem I have is though that

Re: [hlcoders] grenade code

2008-07-30 Thread Jed
Thats not going to work because your not actually testing anything. if ( weapon_superfrag ). if weapon_superfrag WHAT? exactly? I can't remember the exact code off my head but you need something like: if ( strcmp( this.weapon_name, weapon_superfrag) != 0) { ... } So you'd be comparing the

Re: [hlcoders] grenade code

2008-07-30 Thread Jeffrey botman Broome
Yorg Kuijs wrote: Been messing around for about 2 hours now and I think I almost got it currently using this code: if ( weapon_superfrag ) { I hope that's not the actual code, since... if ( pointer_to_some_text_string_here ) ...will always be true since the pointer will always

Re: [hlcoders] grenade code

2008-07-30 Thread Yorg Kuijs
Jed schreef: I still think you'd be better off just overriding the function that plays the sound in each weapons own class. and how do I do that? There isn't a function that plays the sound in its own class, the function that plays the sound is EmitSound which is location in a function

Re: [hlcoders] grenade code

2008-07-30 Thread Tony omega Sergi
Override explode? On Wed, Jul 30, 2008 at 12:26 PM, Yorg Kuijs [EMAIL PROTECTED] wrote: Jed schreef: I still think you'd be better off just overriding the function that plays the sound in each weapons own class. and how do I do that? There isn't a function that plays the sound in its

Re: [hlcoders] grenade code

2008-07-30 Thread Tony omega Sergi
Or make an actual function inside the base grenade class like so: virtual void PlayExplosionSound() {}; then inside Explode() replace the lines that play the sound with PlayExplosionSound(); and then derive it in your subclasses to actually play the sounds. On Wed, Jul 30, 2008 at 12:33 PM,

Re: [hlcoders] grenade code

2008-07-30 Thread Yorg Kuijs
Tony omega Sergi schreef: and then derive it in your subclasses to actually play the sounds. think I followed most of what you said except this. What does it mean? Also base grenade class is basegrenade_shared.cpp ? sounds like that wouldn't fix it?

Re: [hlcoders] grenade code

2008-07-28 Thread Yorg Kuijs
Nice answers, think that'll be quite helpfull thanks :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] grenade code

2008-07-27 Thread Paul Peloski
1. /game/shared/hl2mp/weapon_frag.cpp is the weapon (viewmodel) for the HL2DM frag grenade /game/server/hl2/grenade_frag.cpp is the grenade entity itself (not the weapon) 2. There are some prototype grenades, satchels, tripmines, SMG grenades, etc. There are two versions for weapons because the