Re: [hlcoders] ConVar ?
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 ?
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
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
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
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
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
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
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
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
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
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
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
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