Wow, thanks dude!
BTW: Using the event API roolz. VALVe 4 EVER!
- Original Message -
From: "Chris Glein" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, March 26, 2002 6:37 PM
Subject: RE: [hlcoders] Setting the body index of a model client-side...
> You can set the body of
I didn't want to have that kind of information being retrieved
in the hud classes, just wanted something easily accessible from
the entity states.
I'm gonna try Adrian's suggestion, just checking the sequence flag, that's
even better than using iuser in my case.
Georges
- Original Message --
Why din't you use a MSG_ALL (MESSAGE_BEGIN, etc...). You could add a custom
class derived from CHudBase... Then you implement your class as needed.
I don't know if it's really interesting, but it could help :)
- Cortex : mapper & coder www.hlalbator.fr.st
- Original Message -
Fro
Is the iuser3 variable sent across in the AddToFullPack function in
client.cpp on the server.dll.
If its not in there, then it will not be sent across the network to all
clients like you want.
- Original Message -
From: "Georges Giroux" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: T
You can always check the sequence number on the client, in the model
rendering code for that player. If it's set to your animation you can just
tag that player as swinging the sword and do your magic trail thingy =).
-Original Message-
From: Georges Giroux [mailto:[EMAIL PROTECTED]]
Sent
Maybe I'm taking the wrong approach...
I want to render a sword trail for any clients
that have the iuser3 variable set...but this trail should
only be rendered when his sword is swinging.
So, in SetAnimation I set iuser3 to a value, and when the animation
end, I reset it.
All that is sent is 1 b
What you're proposing defeats the point of the client-specific (i.e.
*user*) variables.
Might as well just maintain the values on the server and transmit to all
clients.
david
-Original Message-
From: Georges Giroux [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, March 26, 2002 1:51 PM
To: [E
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello,
I need some help or advice...this is my problem:
-Two clients, client A, client B.
-1 server
-On the server, iuser3 for client A is set to 55 (for example)
-On the server, iuser3 for client B
You can set the body of the gibs. I did the same thing and made the gibs
client-side (cl_gibcount, ah yeah!)
After you create your temp model, set the curstate's body to be whatever you
want the gib body to be. For example:
pGib->entity.curstate.body = gEngfuncs.pfnRandomFloat( 1, HUMAN_GIB_COUN
OK, I took advantage of the event API and brought several things
client-side.
Like the gibs. Unfortunately I can't set the body of the gibs so if you kill
someone, it is possible he might spawn two skull gibs.
Any suggestions?
Greetz,
Da:Sourcerer
___
- Original Message -
From: "Cruise" <[EMAIL PROTECTED]>
To: "Christopher Long" <[EMAIL PROTECTED]>
Sent: Wednesday, March 27, 2002 12:48 AM
Subject: Re[6]: [hlcoders] problem with GiveNamedItem need help.
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> Hash: MD5
>
> > now its funny cause if i on
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> now its funny cause if i only use just one of them say string1 to do them
> all so replace in the above code all occurences of string2 and string3 and
> put
> string1 in its place. Now i get back to my original problem and yet IF i use
> 3 seperate s
ok new updated information it does work but i wanna know why it does this
way and why it doesn't the other way. there is no use me just getting it to
work if i haven't learnt why it wouldn't work... if i can't learn that then
its just as good as never doing it.
Ok here we go i added to the cbasep
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> being sent as a command??? no no the file is just a header with a complete
> listing of all weapons in a made struct :/ its not actually send from the
> client and picked up in the ClientCommand function.
> all i pass from the client once vgui pick
being sent as a command??? no no the file is just a header with a complete
listing of all weapons in a made struct :/ its not actually send from the
client and picked up in the ClientCommand function.
all i pass from the client once vgui picks things is 4 ints which just
contain the weapon index
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> so why can't i go
> char temp[20];
> sprintf(temp, "weapon_%s",
> SpeciesWeapons[0].CloseCombatWeaponName[pPlayer->m_iCloseCombatWeapon]);
pPlayer->>GiveNamedItem(temp);
> i've done it and on an alert it does indeed contain weapon_knife. And if it
>
o sorry when i said this
// 0 = no change in vgui.. 99 = nothing
if(pPlayer->m_iPrimaryWeapon != 0 && pPlayer->m_iPrimaryWeapon != 99)
{
pPlayer->GiveNamedItem(SpeciesWeapons[0].PrimaryWeaponName[pPlayer->m_iPrima
ryWeapon]);
}
if(pPlayer->m_iSecondaryWeapon != 0 && pPlayer->m_iSecondaryWeapon !
yes but prepending it makes it what is in my LINK_ENTITY_TO_CLASS
knife is called weapon_knife
so why can't i go
char temp[20];
sprintf(temp, "weapon_%s",
SpeciesWeapons[0].CloseCombatWeaponName[pPlayer->m_iCloseCombatWeapon]);
pPlayer->GiveNamedItem(temp);
i've done it and on an alert it does i
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[snip]
> then again in the multiplay game rules when i set them up i do this instead
> // 0 = no change in vgui.. 99 = nothing
if(pPlayer->>m_iPrimaryWeapon != 0 && pPlayer->m_iPrimaryWeapon != 99)
> {
pPlayer->>GiveNamedItem(SpeciesWeapons[0].Primar
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