Re: [hlcoders] Shield

2004-09-25 Thread Michael Hobson
"Freecode":
The only reason anyone would be asking for an "offset #", is if they
were trying to patch the binary.
This suggests that you are attempting to write another C/S Shield
cheat.
You absolutely will *not* get any help writing cheats on this list. This
list is for mod developers, not cheat programmers.
At 06:04 PM 9/25/2004, you wrote:
Is there on offset # for this or source i can look at?
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
{OLD}Sneaky_Bastard!
email:  [EMAIL PROTECTED]
Michael A. Hobson
icq:#2186709
yahoo: warrior_mike2001
IRC:  Gamesurge channel #wavelength
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Shield

2004-09-25 Thread Freecode
Is there on offset # for this or source i can look at?

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Shield

2004-09-25 Thread Freecode
is there a source for this or do u guys have secret connections that
tell u this stuff? ;)

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Shield

2004-09-25 Thread Adrian Finol
But did you know the name of the variable? I think not!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
"botman" Broome
Sent: Saturday, September 25, 2004 4:29 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Shield

Adrian Finol wrote:
> Having a shield is a state. When you pickup a "weapon_shield" it
> removes that entity and then sets the picker's m_bOwnsShield (part of
> CSPlayer) to true.

It's that what I said?  ;)

--
Jeffrey "botman" Broome

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Shield

2004-09-25 Thread Jeffrey \"botman\" Broome
Adrian Finol wrote:
Having a shield is a state. When you pickup a "weapon_shield" it removes
that entity and then sets the picker's m_bOwnsShield (part of CSPlayer)
to true.
It's that what I said?  ;)
--
Jeffrey "botman" Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


RE: [hlcoders] Shield

2004-09-25 Thread Adrian Finol
Having a shield is a state. When you pickup a "weapon_shield" it removes
that entity and then sets the picker's m_bOwnsShield (part of CSPlayer)
to true.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Freecode
Sent: Saturday, September 25, 2004 2:02 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Shield

If a shield is on the ground its a valid entity and its classname is
"weapon_shield" but when u pick it up the entity is removed. Now but you
still have the shield why isnt it an entity? And Besides checking users
viewmodel is there any way of checking if a player has shield?

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Newbie question

2004-09-25 Thread Juan Fernando Mora Muñoz
Quick answers guys!, you even answer a question i dont even had ask yet
hehehe, the steam menu,
i hope i could get something modding now,
Thanks a lot
Fernando Mora
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Newbie question

2004-09-25 Thread Jeffrey \"botman\" Broome
Juan Fernando Mora Muñoz wrote:
In the HL Multiplayer, where the mp.dll goes? cause when i run it from
steam, and i search for it after
i can find any mp.dll, just in the DMC and ricochet... but i want to mod
the
HL multiplayer...
See these...
http://articles.thewavelength.net/517/
http://articles.thewavelength.net/382/
Another question,
Im just starting to see the source code, and i'd try to change gordon model
player.mdl and use one of the
counter strike guerilla.mdl, i search in all the code to replace it, and i
put it under the models directory too
but, it keeps loading the gordon model, and yes, im sure its loading the
new
dll cause i create a entity from
a tutorial too and its being loaded and used... im missing something of
course but i cant find what, thanks!!
The Counter-Strike player models and the Half-Life multiplayer models
are NOT interchangeable (you can't use one for the other).  The CS
models use 9 way blending which isn't supported by the existing code in
the SDK.  You can do a google.com search for "half-life 9 way blending"
to find some links.
--
Jeffrey "botman" Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Newbie question

2004-09-25 Thread Benjamin de Bos
You should use the HL SDK kit,
Regards,
Benjamin de Bos (Woodie)
- FRAGmania.net - Head Administrator
- Web: www.fragmania.net
- Email: [EMAIL PROTECTED]
- Irc: #fragmania.net @ quakenet
- Original Message -
From: "Juan Fernando Mora Muñoz" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, September 25, 2004 11:44 PM
Subject: [hlcoders] Newbie question

Hi, sorry its gonna be a really basic questions.
In the HL Multiplayer, where the mp.dll goes? cause when i run it from
steam, and i search for it after
i can find any mp.dll, just in the DMC and ricochet... but i want to mod
the
HL multiplayer...
Another question,
Im just starting to see the source code, and i'd try to change gordon
model
player.mdl and use one of the
counter strike guerilla.mdl, i search in all the code to replace it, and i
put it under the models directory too
but, it keeps loading the gordon model, and yes, im sure its loading the
new
dll cause i create a entity from
a tutorial too and its being loaded and used... im missing something of
course but i cant find what, thanks!!
Fernando Mora

Sorry for my english! i hope u can understand it =(
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


[hlcoders] Newbie question

2004-09-25 Thread Juan Fernando Mora Muñoz
Hi, sorry its gonna be a really basic questions.
In the HL Multiplayer, where the mp.dll goes? cause when i run it from
steam, and i search for it after
i can find any mp.dll, just in the DMC and ricochet... but i want to mod the
HL multiplayer...
Another question,
Im just starting to see the source code, and i'd try to change gordon model
player.mdl and use one of the
counter strike guerilla.mdl, i search in all the code to replace it, and i
put it under the models directory too
but, it keeps loading the gordon model, and yes, im sure its loading the new
dll cause i create a entity from
a tutorial too and its being loaded and used... im missing something of
course but i cant find what, thanks!!
Fernando Mora

Sorry for my english! i hope u can understand it =(
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Shield

2004-09-25 Thread Freecode
Well the sequence changes so im guessing a model is added too

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Shield

2004-09-25 Thread Jeffrey \"botman\" Broome
Freecode wrote:
If a shield is on the ground its a valid entity and its classname is
"weapon_shield" but when u pick it up the entity is removed. Now but
you still have the shield why isnt it an entity? And Besides checking
users viewmodel is there any way of checking if a player has shield?
It doesn't have to be an entity attached to the player (more entities =
more lag), it can just be a different skin or body group on the already
existing player.  You just need to set a member variable flag somewhere
in the CBasePlayer class that says "Hey!  I'm carrying the shield".
Have you checked to see if the 'skin' changes when picking up the shield?
--
Jeffrey "botman" Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Shield

2004-09-25 Thread Rodrigo 'r2d2rigo' Diaz
Because when you pick up an entity based in CBasePlayerWeapon, the
entity is removed and a free slot in the 'static ItemInfo
ItemInfoArray[MAX_WEAPONS ]' is filled.

You can check it by making a for statement and checking all the
ItemInfoArray's pszName variable.


On Sat, 25 Sep 2004 17:02:01 -0400, Freecode <[EMAIL PROTECTED]> wrote:
> If a shield is on the ground its a valid entity and its classname is
> "weapon_shield" but when u pick it up the entity is removed. Now but
> you still have the shield why isnt it an entity? And Besides checking
> users viewmodel is there any way of checking if a player has shield?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Shield

2004-09-25 Thread Freecode
If a shield is on the ground its a valid entity and its classname is
"weapon_shield" but when u pick it up the entity is removed. Now but
you still have the shield why isnt it an entity? And Besides checking
users viewmodel is there any way of checking if a player has shield?

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] SDK 2.3 builds on Linux

2004-09-25 Thread Michael Hobson
"HJ",
Thank you very much.
Perhaps Valve could use this is a basis for the SDK 2.4 changes
and just add whatever other bits they intended (VGUI 2 ?).
At 09:21 AM 9/25/2004, you wrote:
While this is not an official Valve release, the good folks over at MetaMod
have been faithfully 'keeping the source'; I have had zero issues at all
under Linux with the 2.3 SDK offered at metamod.org for ages. (
http://metamod.sourceforge.net/files/sdk/ )
If you happen to have issues with it for some reason I'd be more than willing
to lend a quick hand if time permits.
Cheers,
~HJ
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] SDK 2.3 builds on Linux

2004-09-25 Thread kasxavulpo-hldev
While this is not an official Valve release, the good folks over at MetaMod
have been faithfully 'keeping the source'; I have had zero issues at all
under Linux with the 2.3 SDK offered at metamod.org for ages. (
http://metamod.sourceforge.net/files/sdk/ )

If you happen to have issues with it for some reason I'd be more than willing
to lend a quick hand if time permits.

Cheers,
~HJ

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] CS Damage system

2004-09-25 Thread santagauss

I dont think any one who would answer you would know for sure but we can guess
it would be easy enough to just make the damage decrease as the fraction
returned by traceline increased.

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] CS Damage system

2004-09-25 Thread tei
Persuter wrote:
At 01:35 AM 9/24/2004 -0400, you wrote:
He i was wondering how the damage is done depending on the distnace
between attacker and victim in CS. Maybe some calculations or info on
this will be helpfull.
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

As a first stab at the problem, you might try calculating the distance
between the damaged entity and pevAttacker in TakeDamage. Then scale
flDamage inversely with respect to that distance.
Persuter
I don't found CS code on my computer (its open?), but normal DM on SDK23
looks like use this cvar values has damage multiplier:
// player damage adj
sk_player_head
sk_player_chest
sk_player_stomach
sk_player_leg
sk_player_arm

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders