Re: [hlcoders] Impulse Commands

2001-11-22 Thread Nathan Taylor
Thanks.  I'll give it a look,    - Original Message - From: Chris 'Tal-N' Blane Sent: Thursday, November 22, 2001 6:16 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Impulse Commands  www.vlatitude.com posted the useful impulse commands in their resources section after I dug them up for Vlad. You can also do a search in the code and it's lists them all together. Just search for 'impulse' and then the CASe is the number like 'Impulse 101' is Case '101'.   It's actually painfully simply to create new impulse commands as well. One thing you'll want to try out is creating a spawn function for all the monsters so that you can quickly and easily place enemies/items for testing purposes instead f recompiling from scratch.   I remember there being a cmd like r_drawbight or r_fullbright doing this. Use the 'listcmd' command followed by 'r_' to get the complete list of rendering cmds.   Chris 'Tal-N' Blane    [C4 Software CEO]    www.c4software.net  - Original Message -  From: Nathan Taylor  To: HLCoders  Sent: Wednesday, November 21, 2001 6:48 PM Subject: [hlcoders] Impulse Commands  2 quick questions:   1)  Does anyone either know the complete list of "impulse" commands or how to show a list of them?   2)  Is there a command to illuminate a dark map (besides the flashlight)?  (for testing purposes) Thanks,LakarioModDev.netwww.moddev.net   Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Impulse Commands

2001-11-22 Thread Chris 'Tal-N' Blane



www.vlatitude.com posted the useful 
impulse commands in their resources section after I dug them up for Vlad. You 
can also do a search in the code and it's lists them all together. Just search 
for 'impulse' and then the CASe is the number like 'Impulse 101' is Case 
'101'.
 
It's actually painfully simply to create new impulse 
commands as well. One thing you'll want to try out is creating a spawn function 
for all the monsters so that you can quickly and easily place enemies/items for 
testing purposes instead f recompiling from scratch.
 
I remember there being a cmd like r_drawbight or 
r_fullbright doing this. Use the 'listcmd' command followed by 'r_' to get the 
complete list of rendering cmds.
 
Chris 
'Tal-N' Blane    [C4 Software 
CEO]    
www.c4software.net

  - Original Message - 
  From: 
  Nathan Taylor 

  To: HLCoders 
  Sent: Wednesday, November 21, 2001 6:48 
  PM
  Subject: [hlcoders] Impulse 
Commands
  
  2 quick questions:
   
  1)  Does anyone either know the complete list of "impulse" commands 
  or how to show a list of them?
   
  2)  Is there a command to illuminate a dark map (besides the 
  flashlight)?  (for testing purposes)
  Thanks,LakarioModDev.netwww.moddev.net 
  
  Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
  


Re: [hlcoders] Impulse Commands

2001-11-22 Thread Nathan Taylor
Oh,   Thanks  Nice Mr. Valve Man!      #include    int main(){ int valve=1; do cout<<"I love Valve!!!"; while (valve==1); return 0;}      - Original Message - From: Ken Birdwell Sent: Thursday, November 22, 2001 3:30 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Impulse Commands  These only work in software.r_fullbright 1 - show textures onlyr_fullbright 2 - show lightmaps onlyr_fullbright 3 - show lightmaps with luxel gridsr_fullbright 4 - show mip level-Original Message->2)  Is there a command to illuminate a dark map (besides the flashlight)?>  (for testing purposes)___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Impulse Commands

2001-11-22 Thread Nathan Taylor
In half-life deathmatch.   I don't really want to do any coding, only built in functions.    - Original Message - From: vasily987 Sent: Thursday, November 22, 2001 3:03 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Impulse Commands  >1)  Does anyone either know the complete list of "impulse" commands or how to show a list of them?Are you talking about one of existing MODs or about HL SDK? There is a function, void CBasePlayer::ImpulseCommands() in player.cpp, line 3215.>2)  Is there a command to illuminate a dark map (besides the flashlight)?>  (for testing purposes)No, but you can create a dynamic light:in HUD_Redraw():cl_entity_t *local = GetLocalPlayer();dlight_t * light = CL_AllocDlight (0);light->color.r = 5;light->color.g = 5;light->color.b = 5;light->radius = 1500; // can be increasedlight->origin.x = local->origin.x;light->origin.y = local->origin.y;light->origin.z = local->origin.z;light->die = flTime + 0.1;WBR, Vasily.___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Impulse Commands

2001-11-22 Thread Nathan Taylor
ooo ooo ooo you are sooo nice!    - Original Message - From: Reedbeta Sent: Thursday, November 22, 2001 12:18 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Impulse Commands  Impulse commands:76 -- Activates "Grunt-O-Matic"; if you use this and then reload the map, thiscommand will spawn a grunt in front of you99 -- toggles HUD logo100 -- toggles flashlight101 -- gives all weapons and items102 -- spawns a random gib103 -- reports AI state of the monster you're looking at104 -- dumps env_global variables and states to the console105 -- toggles player sounds; in silent mode, you can hear your own footstepsbut no one else can106 -- reports classname, targetname, model, and globalname of the entityyou're looking at107 -- reports the name of the texture you're looking at195, 196, 197 -- activates "node viewers" (shows info_nodes and paths betweenthem)199 -- shows nearest info_node and all paths connecting to it201 -- sprays logo202 -- sprays a blood decal in front of you203 -- removes the monster you're looking at204 -- forces HUD updateAnd the command to illuminate a dark map is "r_fullbright 1" to turn it off,use "r_fullbright 0".  Not sure if this works in OpenGL mode, there may be adifferent cvar for it.--Reedbeta--- Nathan Taylor <[EMAIL PROTECTED]> wrote:> 2 quick questions:>> 1)  Does anyone either know the complete list of "impulse" commands or how to> show a list of them?>> 2)  Is there a command to illuminate a dark map (besides the flashlight)?> (for testing purposes)>> Thanks,> Lakario> ModDev.net> www.moddev.net Get more from the Web.  FREE MSN Explorer download :> http://explorer.msn.com>__Do You Yahoo!?Yahoo! GeoCities - quick and easy web site hosting, just $8.95/month.http://geocities.yahoo.com/ps/info1___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Impulse Commands

2001-11-22 Thread Nathan Taylor
checking the code was quazi helpful yes, i found then entire set of case commands for impulse there but their functions were somewhat obscure.    - Original Message - From: omega Sent: Wednesday, November 21, 2001 10:21 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Impulse Commands     in the CODE. like i said.   -omegaBlackened Interactivehttp://www.nofadz.com/blackened  - Original Message -  From: Nathan Taylor  To: HLCoders  Sent: Wednesday, November 21, 2001 9:29 PM Subject: Re: [hlcoders] Impulse Commands  rs_fullbright is a no.   I tried  typing CheatImpulse in the console and that doesn't work either...    - Original Message - From: Cortex Sent: Wednesday, November 21, 2001 4:03 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Impulse Commands  To know all the impulse commands, go to the CheatImpulse function. there's a switch between all the impulse values.   I think there's a rs_fullbright cvar, but I'm not sure...   CortexHL Albator coder & mapperwww.hlalbator.fr.st  - Original Message -  From: Nathan Taylor  To: HLCoders  Sent: Wednesday, November 21, 2001 6:48 PM Subject: [hlcoders] Impulse Commands  2 quick questions:   1)  Does anyone either know the complete list of "impulse" commands or how to show a list of them?   2)  Is there a command to illuminate a dark map (besides the flashlight)?  (for testing purposes) Thanks,LakarioModDev.netwww.moddev.net   Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com   Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com Get more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


RE: [hlcoders] Impulse Commands

2001-11-22 Thread Ken Birdwell

These only work in software.

r_fullbright 1  - show textures only
r_fullbright 2  - show lightmaps only
r_fullbright 3  - show lightmaps with luxel grids
r_fullbright 4  - show mip level


-Original Message-

>2)  Is there a command to illuminate a dark map (besides the flashlight)?
>  (for testing purposes)
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Re: [hlcoders] Impulse Commands

2001-11-22 Thread vasily987

>1)  Does anyone either know the complete list of "impulse" commands or how to show a 
>list of them?

Are you talking about one of existing MODs or about HL SDK? There is a function, void 
CBasePlayer::ImpulseCommands() in player.cpp, line 3215.

>2)  Is there a command to illuminate a dark map (besides the flashlight)?
>  (for testing purposes)

No, but you can create a dynamic light:

in HUD_Redraw():

cl_entity_t *local = GetLocalPlayer();
dlight_t * light = CL_AllocDlight (0);

light->color.r = 5;
light->color.g = 5;
light->color.b = 5;
light->radius = 1500; // can be increased
light->origin.x = local->origin.x;
light->origin.y = local->origin.y;
light->origin.z = local->origin.z;

light->die = flTime + 0.1;

WBR, Vasily.
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