Re: [hlcoders] Setting the body index of a model client-side...

2002-03-26 Thread Da:Sourcerer
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

Re: [hlcoders] Accessing another client's iuser variable

2002-03-26 Thread Georges Giroux
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 --

Re: [hlcoders] Accessing another client's iuser variable

2002-03-26 Thread Cortex
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

Re: [hlcoders] Accessing another client's iuser variable

2002-03-26 Thread Christopher McArthur
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

RE: [hlcoders] Accessing another client's iuser variable

2002-03-26 Thread Adrian Finol
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

Re: [hlcoders] Accessing another client's iuser variable

2002-03-26 Thread Georges Giroux
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

RE: [hlcoders] Accessing another client's iuser variable

2002-03-26 Thread Dynerman David M
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

[hlcoders] Accessing another client's iuser variable

2002-03-26 Thread Georges Giroux
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

RE: [hlcoders] Setting the body index of a model client-side...

2002-03-26 Thread Chris Glein
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

[hlcoders] Setting the body index of a model client-side...

2002-03-26 Thread Da:Sourcerer
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 ___

Re: Re[6]: [hlcoders] problem with GiveNamedItem need help.

2002-03-26 Thread Lord Booga
- 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. > -BEGIN PGP SIGNED MESSAGE- > Hash: MD5 > > > now its funny cause if i on

Re[6]: [hlcoders] problem with GiveNamedItem need help.

2002-03-26 Thread Cruise
-BEGIN PGP SIGNED MESSAGE- Hash: MD5 > 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

Re: Re[4]: [hlcoders] problem with GiveNamedItem need help.

2002-03-26 Thread Christopher Long
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

Re[4]: [hlcoders] problem with GiveNamedItem need help.

2002-03-26 Thread Cruise
-BEGIN PGP SIGNED MESSAGE- Hash: MD5 > 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

Re: Re[2]: [hlcoders] problem with GiveNamedItem need help.

2002-03-26 Thread Christopher Long
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

Re[2]: [hlcoders] problem with GiveNamedItem need help.

2002-03-26 Thread Cruise
-BEGIN PGP SIGNED MESSAGE- Hash: MD5 > 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 >

Re: [hlcoders] problem with GiveNamedItem need help.

2002-03-26 Thread Christopher Long
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 !

Re: [hlcoders] problem with GiveNamedItem need help.

2002-03-26 Thread Christopher Long
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

Re: [hlcoders] problem with GiveNamedItem need help.

2002-03-26 Thread Cruise
-BEGIN PGP SIGNED MESSAGE- Hash: MD5 [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