Re: [hlcoders] ConVar ?

2005-04-04 Thread SB Childe Roland
Maybe next time you should go ahead and post in German.  I have no
idea what you just said.



On Apr 4, 2005 12:45 AM, Ratman2000 [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hi,

 it there a way to add an visible Server Side ConVar ?

 Becouse i will add for my Server Plugin one ConVar that is Visible in the 
 Rules
 but it dont is shown ?

 What have i to do ?

 THANKS !
 --

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





--
=
SB Childe Roland
I will show you fear in a handful of jellybeans.

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



Re: [hlcoders] ConVar ?

2005-04-04 Thread Ratman2000
Sorry :)
Have now found out what i have searched for :)
Thanks :)
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


[hlcoders] Was not sure where to ask about this but models / textures

2005-04-04 Thread r00t 3:16
For the mod I am working on, I want to allow the ADMIN the ability to change
the uniform camo's for the player models.
I am not a modelor but, from looking at how models are done, There is a path
set when you compile the model to where the texture for the model is placed
Is it possible to change the texture via the game ? If code was added?
Or would it just be easier to create the models with different camo's and
just precache them all?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Was not sure where to ask about this but models / textures

2005-04-04 Thread Daniel Jennings
I know there's a SetModel() function that can be used on players, is there
not also a texturing one?

- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, April 04, 2005 5:19 AM
Subject: [hlcoders] Was not sure where to ask about this but models /
textures


 For the mod I am working on, I want to allow the ADMIN the ability to
change
 the uniform camo's for the player models.
 I am not a modelor but, from looking at how models are done, There is a
path
 set when you compile the model to where the texture for the model is
placed

 Is it possible to change the texture via the game ? If code was added?

 Or would it just be easier to create the models with different camo's and
 just precache them all?


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com


 ___
 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] Disable keys

2005-04-04 Thread r00t 3:16
Ok I have been struggling with this and I am starting to figure it out.
I created a networkcvar which sends the bool var.
On the client in a PreThink it checks if this bool is true and if it is
disables IN_ATTACK | IN_ATTACK2
I am using CHL2MP_Player and C_HL2MP_Player to network the cvar.
The problem is I can still see the muzzle flash and the bullets
decreasing. However no bullets (traces) are happening...
So I would imagine I need something serverside also?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Was not sure where to ask about this but models / textures

2005-04-04 Thread r00t 3:16
Well that is what I was unsure about, as the texture is specified in the .qc
file when you compile the model. So from what I can tell we just need to
make different models with different camo.
That is probably the easiest, alot more work on the modelor side though...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Daniel Jennings [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, April 04, 2005 9:54 AM
Subject: Re: [hlcoders] Was not sure where to ask about this but models /
textures

I know there's a SetModel() function that can be used on players, is there
not also a texturing one?
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, April 04, 2005 5:19 AM
Subject: [hlcoders] Was not sure where to ask about this but models /
textures

For the mod I am working on, I want to allow the ADMIN the ability to
change
the uniform camo's for the player models.
I am not a modelor but, from looking at how models are done, There is a
path
set when you compile the model to where the texture for the model is
placed
Is it possible to change the texture via the game ? If code was added?
Or would it just be easier to create the models with different camo's and
just precache them all?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
___
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


RE: [hlcoders] Disable keys

2005-04-04 Thread Ben Everett
You need to either stop that bit being sent (by using an if statement on
CalcButtonBits for IN_ATTACK and IN_ATTACK2) by the user or add specific
code to the weapons to prevent their PrimaryAttack and SecondaryAttack from
processing further.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Monday, April 04, 2005 9:39 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Disable keys

Ok I have been struggling with this and I am starting to figure it out.

I created a networkcvar which sends the bool var.
On the client in a PreThink it checks if this bool is true and if it is
disables IN_ATTACK | IN_ATTACK2
I am using CHL2MP_Player and C_HL2MP_Player to network the cvar.


The problem is I can still see the muzzle flash and the bullets
decreasing. However no bullets (traces) are happening...

So I would imagine I need something serverside also?



r00t 3:16
CQC Gaming
www.cqc-gaming.com


___
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] Disable keys

2005-04-04 Thread r00t 3:16
Yea, I think I am stopping just the effects at this point and it is still
running PrimaryAttack / SecondaryAttack
(for anyone else who cares)
I was looking at the FL_FROZEN bit flags and was seeing how Valve
implemented that.
I will probably just add a my own to just disable the primary / secondary
fire buttons...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Ben Everett [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, April 04, 2005 11:06 AM
Subject: RE: [hlcoders] Disable keys

You need to either stop that bit being sent (by using an if statement on
CalcButtonBits for IN_ATTACK and IN_ATTACK2) by the user or add specific
code to the weapons to prevent their PrimaryAttack and SecondaryAttack
from
processing further.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Monday, April 04, 2005 9:39 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Disable keys
Ok I have been struggling with this and I am starting to figure it out.
I created a networkcvar which sends the bool var.
On the client in a PreThink it checks if this bool is true and if it is
disables IN_ATTACK | IN_ATTACK2
I am using CHL2MP_Player and C_HL2MP_Player to network the cvar.
The problem is I can still see the muzzle flash and the bullets
decreasing. However no bullets (traces) are happening...
So I would imagine I need something serverside also?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
___
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


Re: [hlcoders] Was not sure where to ask about this but models / textures

2005-04-04 Thread Steve Tatom
It would take up less space if the modeler just made one model with
different skins. then you could allow the admin to change the (camo)
skin of the models.

Steve

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



[hlcoders] RE: Was not sure where to ask about this but models / textures

2005-04-04 Thread ChromeAngel
In Source you can specify sets of textures in the models's QC file, which
can be switched in code.  I haven't done it myself, so I can't tell you what
the QC file commands are or the C++, but I have read of this being done (on
VERC forum I think).

ChromeAngel

-Original Message-

Message: 5
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Date: Mon, 4 Apr 2005 08:19:36 -0400
Subject: [hlcoders] Was not sure where to ask about this but models /
textures
Reply-To: hlcoders@list.valvesoftware.com

For the mod I am working on, I want to allow the ADMIN the ability to change
the uniform camo's for the player models.
I am not a modelor but, from looking at how models are done, There is a path
set when you compile the model to where the texture for the model is placed

Is it possible to change the texture via the game ? If code was added?

Or would it just be easier to create the models with different camo's and
just precache them all?


r00t 3:16
CQC Gaming
www.cqc-gaming.com



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



Re: [hlcoders] RE: Was not sure where to ask about this but models / textures

2005-04-04 Thread Steve Tatom
The crossbow bolt code has an example of changing the skin of a model.
As for an example for making a model with multiple skins i wouldnt
know, since i've never made a model.

Steve

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



RE: [hlcoders] RE: Was not sure where to ask about this but models / textures

2005-04-04 Thread Ben Everett
Have a look at SetMaterialIndex along w/ the QC file commands.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ChromeAngel
Sent: Monday, April 04, 2005 11:39 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] RE: Was not sure where to ask about this but models /
textures

In Source you can specify sets of textures in the models's QC file, which
can be switched in code.  I haven't done it myself, so I can't tell you what
the QC file commands are or the C++, but I have read of this being done (on
VERC forum I think).

ChromeAngel

-Original Message-

Message: 5
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Date: Mon, 4 Apr 2005 08:19:36 -0400
Subject: [hlcoders] Was not sure where to ask about this but models /
textures
Reply-To: hlcoders@list.valvesoftware.com

For the mod I am working on, I want to allow the ADMIN the ability to change
the uniform camo's for the player models.
I am not a modelor but, from looking at how models are done, There is a path
set when you compile the model to where the texture for the model is placed

Is it possible to change the texture via the game ? If code was added?

Or would it just be easier to create the models with different camo's and
just precache them all?


r00t 3:16
CQC Gaming
www.cqc-gaming.com



___
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] RE: Was not sure where to ask about this but models / textures

2005-04-04 Thread r00t 3:16
Thanks,
I will look around there and see what I can find.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: ChromeAngel [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, April 04, 2005 12:39 PM
Subject: [hlcoders] RE: Was not sure where to ask about this but models /
textures

In Source you can specify sets of textures in the models's QC file, which
can be switched in code.  I haven't done it myself, so I can't tell you
what
the QC file commands are or the C++, but I have read of this being done
(on
VERC forum I think).
ChromeAngel
-Original Message-
Message: 5
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Date: Mon, 4 Apr 2005 08:19:36 -0400
Subject: [hlcoders] Was not sure where to ask about this but models /
textures
Reply-To: hlcoders@list.valvesoftware.com
For the mod I am working on, I want to allow the ADMIN the ability to
change
the uniform camo's for the player models.
I am not a modelor but, from looking at how models are done, There is a
path
set when you compile the model to where the texture for the model is
placed
Is it possible to change the texture via the game ? If code was added?
Or would it just be easier to create the models with different camo's and
just precache them all?
r00t 3:16
CQC Gaming
www.cqc-gaming.com

___
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