Re: [hlcoders] sk_plr_dmg_pistol
um, cvars are set through the console ... you can also set them in a cfg file. On Sat, 22 Jan 2005 23:22:51 -0500, David Nelson [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] thanks for the info.. but how and where in the script can I do this? I've looked at HL's scripts and can't find any examples. Do I just set me sk_plr_dmg_pistol to a value? Basicly when I shoot the 357 it hits objects with so much force. How do I create that force with my own weapon? Is that done in the fire code or the damage like I originaly thought? Thanks, David ---Original Message--- From: hlcoders@list.valvesoftware.com Date: 01/22/05 23:03:21 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] sk_plr_dmg_pistol You can set the damage for a bullet in that weapon's script file. On Sat, 22 Jan 2005 22:55:46 -0500, David Nelson [EMAIL PROTECTED] wrote: I setup my own ammo in hl2_gamerules and setup the CVar sk_plr_dmg_pistol. But where is the cvar assigned a value of how much damage to do? Is this done with the DMG_BULLET? Or can you set a value to it? Thanks, David ___ 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 -- ___ 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] Sharing cvars between the client and server
Hi, I am trying to share the same console variables between the client and server in a file that is compiled into both dlls. What I do in my shared file is create a pointer to the cvars like so: ConVar *melee_dmg = cvar-FindVar( melee_dmg ); And this works fine for both client and server. Now, the actual cvar is defined in the normal way in a seperate file, but it is only compiled into the server. Compiling a cvar into both dlls causes one to override the other, and thus the cvar(s) do not work. This seems like perfectly sound code as all goes well until actually loading the dlls hot off the compiler. For some reason when I load my mod, the Half-Life2 dlls are loaded instead. I am thinking the engine decides something is wrong with my dlls, but I find this rather irritating, as I would prefer a crash that I could perhaps debug.. All this happens without any error output whatsoever. I assume that on the client, FindVar() can find the cvars. Perhaps this is not the case. It is not really essential that the client knows the value of the cvar, except maybe for flow control later on down the road.. However, I am trying to avoid #ifdef hell as much as possible as this is a shared file. Greetings, -Markus ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Coop Editing.
Adam amckern Mckern wrote: Thanks [..] Tei, you find the best stuff, and tell us about it, keep it up! If you are really interested on up to date new concept for developers, here its a new thing. Its 50% wiki, 50% irc. Somewhat developers oriented. Lack of CVS gens, and Its not open source, but works. http://me.sphere.pl/indexen.htm Not really usefull for half-life developers because most half-life code its very long, very verbose, but who know? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VGUI2 Positioning with Resource Files
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Are the numbers defining the xpos and ypos dependant on the clients resolution or are they scaled so they look similar/same at runtime? Remember how in HL1SDK there were macros called XRES and YRES? I found them in the SSDK but Im wondering if the numbers from the scheme files get processed through these macros also. Im using a combination of resource files and hardcode for a team menu. This question was probably already asked, but I havent found it yet. -Cale -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.2 - Release Date: 1/21/2005 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] vtf files
Hello Jeffrey, Sunday, January 23, 2005, 2:08:34 AM, you wrote: JbB David Nelson wrote: hey, how can we view sprites in the vtf format? Tommorow I am going to release VTF viewer beta on http://www.hl2source.com. -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] vtf files
You may want to play around with this: http://www.wunderboy.org/3d_games/utils/sourcetools.php -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Nelson Sent: Saturday, January 22, 2005 3:38 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] vtf files hey, how can we view sprites in the vtf format? Thanks, david ___ 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] Font size selection
In my death.cpp displaying the player death messages I am using the weapon fonts that are used by the hud weapon selection boxes to display in the death notice. In my mod_textures.txt I have: g_grenade_projectile { font weaponIcons character k } How do I tell it which size of the font to use, as it is using a rather large one by default. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Font size selection
The font weaponIcons has a size defined in it. You should define a new font at the size you want and use that. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Grant Christensen Sent: Sunday, January 23, 2005 3:28 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Font size selection In my death.cpp displaying the player death messages I am using the weapon fonts that are used by the hud weapon selection boxes to display in the death notice. In my mod_textures.txt I have: g_grenade_projectile { font weaponIcons character k } How do I tell it which size of the font to use, as it is using a rather large one by default. ___ 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] VGUI2 Positioning with Resource Files
VGUI2 Panels have a proportional parameter (accessed via SetProportional() and IsProportional() ). If you SetProportional() in the constructor of your panel that all co-ords and sizes you pass to the panel via config files will be scaled from 800x600 to the users resolution (note that sizes you set via code are always based upon the clients native resolution). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cale Dunlap Sent: Sunday, January 23, 2005 9:51 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] VGUI2 Positioning with Resource Files This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Are the numbers defining the xpos and ypos dependant on the client's resolution or are they scaled so they look similar/same at runtime? Remember how in HL1SDK there were macros called XRES and YRES? I found them in the SSDK but I'm wondering if the numbers from the scheme files get processed through these macros also. I'm using a combination of resource files and hardcode for a team menu. This question was probably already asked, but I haven't found it yet. -Cale -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.2 - Release Date: 1/21/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders