You need to add a proper client class and a matching RecvTable too.
On Sat, 12 Apr 2008 03:13:01 +0200, Marshall [EMAIL PROTECTED] wrote:
Hello all, I have run into a problem when creating a mod from the source
scratch. It compiles successfully and there were no fixes or anything I
nope nothing happenedoo well i screw around with it some more how knows
maybe i will get lucky
Date: Fri, 11 Apr 2008 23:03:03 -0400 From: [EMAIL PROTECTED] To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You also
need to add tier0.lib, tier1.lib, vsdtlib.lib,
All I did was go to the server project and delete those classes. You don't
need them.
On Fri, Apr 11, 2008 at 11:50 PM, Emiel Regis [EMAIL PROTECTED] wrote:
You need to add a proper client class and a matching RecvTable too.
On Sat, 12 Apr 2008 03:13:01 +0200, Marshall [EMAIL PROTECTED]
http://www.list.org/mailman-admin/node10.html
I think anonymous_list should be realy considered (sadly it can't be set by
the list user himself as far as I know), even if it has some downsides.
I am not sure, but spambots might havrest this list and use complete
mailheaders to imposter people
and what is this spam that you are referring to?
-Tony
On Sat, Apr 12, 2008 at 6:47 PM, Dominik Tugend [EMAIL PROTECTED] wrote:
http://www.list.org/mailman-admin/node10.html
I think anonymous_list should be realy considered (sadly it can't be set
by
the list user himself as far as I know),
Here is the data part of a randomly picked example that did not make it
through the filters, with the spam removed and some (but not all) parts
anonymized (as you can see the target server refused to deliver the faked
message I never sent and sent it back to my address):
Failed
Ah, okay. Cuz we didn't get anything from you, and I read your email and the
only words that popped into my head were .. Well that's random.
lol.
-Tony
On Sat, Apr 12, 2008 at 7:56 PM, Dominik Tugend [EMAIL PROTECTED] wrote:
Here is the data part of a randomly picked example that did not make
Well Valve dodges the issue entirely because Steam enforces client
updates prior to the client HL2 even being launched.
If there was no client/server mod version identification system
implemented, then simplified third-party integration with Steam would be
a solution.
Jeremy wrote:
--
[
Hah, was that message stuck in your outbox for a few months?
garry
On Sun, Apr 13, 2008 at 1:15 AM, [EMAIL PROTECTED] wrote:
Well Valve dodges the issue entirely because Steam enforces client
updates prior to the client HL2 even being launched.
If there was no client/server mod version
Hi,
Trying to crash a helicopter into a billboard (func_brush with solidity set to
never solid).
Helicopter approaches (on a path track--that goes through the billboard) slows
down, and turns away.
We want it to just plow right into the billboard. It's too smart, I guess.
How is this
Try setting the Flag: 'Do not avoid obstacles.'
On Sat, Apr 12, 2008 at 5:54 PM, Some Person [EMAIL PROTECTED] wrote:
Hi,
Trying to crash a helicopter into a billboard (func_brush with solidity
set to never solid).
Helicopter approaches (on a path track--that goes through the billboard)
Hi,
Thank you for your response.
There's a flag Ignore avoid spheres+boxes for npc_helicopter... but I don't
see Do not avoid obstacles.
That flag Ignore avoid didn't seem to work.
Chad
Date: Sat, 12 Apr 2008 18:03:39 -0700
From: [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Hmmm oddly he might be acting like this due to the path going right through
the Brush itself. One of the things you can do is maybe use a scripted
sequence, and have it take over his AI, and override it. By doing this, you
might be able to very well have him continue through a path without
Spam is bad, please give me every email address you know, and I will
try to find a solution to this problem. Please ensure the list is
easily parsed also kthx.
On Sat, Apr 12, 2008 at 7:07 PM, Tony omega Sergi [EMAIL PROTECTED] wrote:
Ah, okay. Cuz we didn't get anything from you, and I read
No he just thought it would be a good idea to bump an inactive thread
because obviously if valve didn't give a crap the first time, maybe
after 6 months they might change their minds.
On Sat, Apr 12, 2008 at 7:38 PM, Garry Newman [EMAIL PROTECTED] wrote:
Hah, was that message stuck in your
Have tried Scripted Sequences, and they don't seem to work.
Have put in info_air_nodes, and they don't seem to help.
The helicopter will follow the path_track until it gets close to the billboard,
and then it backs away.
Thanks anyway.
Still looking for a way to do this :/
Chad
Date:
List the libs that you have included.
BTW Your mail client is Fubaring this thread lol
On 12/04/2008, steven belmans [EMAIL PROTECTED] wrote:
nope nothing happenedoo well i screw around with it some more how
knows maybe i will get lucky
Date: Fri, 11 Apr 2008 23:03:03 -0400 From:
/Facepalm.
On 13/04/2008, Nick [EMAIL PROTECTED] wrote:
No he just thought it would be a good idea to bump an inactive thread
because obviously if valve didn't give a crap the first time, maybe
after 6 months they might change their minds.
On Sat, Apr 12, 2008 at 7:38 PM, Garry Newman
try making the the billboard a func_breakable and having a trigger before
the billboard that breaks it so when the helicopter triggers it destroys the
billboard, and clears the helicopters path so the ai doesn't see anything
blocking it, idk if this will work buts its worth a try imo :P
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