Re: [hlcoders] Shield
"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
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
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
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
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
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
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
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
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
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
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
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
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
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
"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
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
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
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