RE: [hlcoders] CreateMaterial, KeyValues...
Here's an example from the HL2 code of making a material from code: KeyValues *pVMTKeyValues = new KeyValues( UnlitGeneric ); pVMTKeyValues-SetInt( $flat, 1 ); pVMTKeyValues-SetFloat( $vertexcolor, 0.05f ); IMaterial *pDrawFlatMaterial = materials-CreateMaterial( ___flat.vmt, pVMTKeyValues ); Gary -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ignacio Martín Sent: Wednesday, May 11, 2005 7:23 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] CreateMaterial, KeyValues... -- [ Picked text/plain from multipart/alternative ] Hi again. I have already succesfully finished the night vision using shaders. I have created a dummy vmt material (well, it is not actually dummy, as it has a variable used by the shader), but I do not want to give people the chance to cheat with it, so I think that the best choice is to create the material inside the code, thanks to the IMaterial *CreateMaterial( const char *pMaterialName, KeyValues *pVMTKeyValues ) function. I would bind it to my shader using void SetShader( const char *pShaderName ). The question comes now. How does KeyValues work? I mean, if I have this: My_shader { $var1 0.5 $var2 1.5 $var3 2 $var4 1.7 $var5 1 } How can I create KeyValues to create that material? It may sound silly, but what is the relationship between Name and firstKey in the constructors? (are they parent-child?). In my example, if I set Name as My_shader, would be it enough for CreateMaterial to know which shader to use? Otherwise I would have to call SetShader. If I want to get a value, do I have to find firstKey? As I can guess, when I call functions like SetFloat or SetString, new keys are created as sub-keys, and stored at the end of that sub-key list. Isn´t it like that? As you see, I´m quite lost with KeyValues, hehe. Finally, the last question (at last!): does IMaterial *CreateMaterial( const char *pMaterialName, KeyValues *pVMTKeyValues ) store a reference to this material in materialsystem so that I can use materials-FindMaterial anywhere in my code? Thank you for your time Regards, Ignacio Martin FIRE WAR MOD - Spanish HL2 Modification www.firewar.net http://www.firewar.net -- ___ 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: Re: 3 round
Who was talking about switching while firing? The whole argument has been about how burst works while you have it selected, I don't recall anyone talking about switching to or from it. I also don't believe it's possible to even switch while holding the trigger down, because the trigger group would be locked. But I dunno for sure, and I'm too lazy to look at the manual now. -Original Message- From: bob [mailto:[EMAIL PROTECTED] Sent: May 11, 2005 11:39 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Re: Re: 3 round What the man is saying is that in real life, if you switch to the burst mode from automatic or any other selection that it starts counting and doesn't reset until the next trigger release. IE- if you depress the trigger, firing one shot, and switch to burst without releasing you will only be able to fire 2 bullets the next time you press the trigger down. Every time there after you will be firing 3. unless you release the trigger before they all come out. -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.8 - Release Date: 10/05/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modifying The Lost Cost
And I'd imagine you would just mount it's GCF and load it's directories to use your mod with LC -- Draco ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] (HL1 Question) My gun doesn't accept custom ammo type
I previously was using the existing HL weapon ents as my weapons in my mod, but they were recoded to be a completely different one. This looked stupid in the console Draco has killed SomeGuy with Squeak when I shot them with a silenced pistol;) . I found out how to actually get your own weapons working, So I tried it, my first one, a little SMG, worked well, even used a new ammo type. Now came time to convert another over, not so good this time. Using the same code, names changed from Cyclone to AR34 and the weapon selection position set on more than the last, same code otherwise, and when I go to play it, the gun can't be switched to. I ended u dropping all other guns to see it, the ammo hud said 0 in clip, 0 in reserve, and the gun just keeps trying to reload. I have tried for the last 2 days to get this bastard to work, any ideas? Here's my ar34.cpp - #include extdll.h #include util.h #include cbase.h #include monsters.h #include weapons.h #include nodes.h #include player.h #include soundent.h #include gamerules.h enum ar34_e { AR34_IDLE = 0, AR34_FIRE, AR34_RELOAD, AR34_DRAW, AR34_DOWN }; LINK_ENTITY_TO_CLASS( weapon_ar34, CAR34 ); void CAR34::Spawn( ) { pev-classname = MAKE_STRING(weapon_ar34); // hack to allow for old names Precache( ); SET_MODEL(ENT(pev), models/w_ar34.mdl); m_iId = WEAPON_AR34; m_iDefaultAmmo = AR34_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CAR34::Precache( void ) { PRECACHE_MODEL(models/v_ar34.mdl); PRECACHE_MODEL(models/w_ar34.mdl); PRECACHE_MODEL(models/p_ar34.mdl); m_iShell = PRECACHE_MODEL (models/shell.mdl);// brass shellTE_MODEL m_iClipModel = PRECACHE_MODEL (models/w_9mmARclip.mdl);//clip model PRECACHE_MODEL(models/w_9mmARclip.mdl); PRECACHE_SOUND( ar34/ar34_fire.wav ); PRECACHE_SOUND( ar34/ar34_reload.wav ); PRECACHE_SOUND (weapons/357_cock1.wav); m_usAr34Fire = PRECACHE_EVENT( 1, events/ar34.sc ); } int CAR34::GetItemInfo(ItemInfo *p) { p-pszName = STRING(pev-classname); p-pszAmmo1 = Automatics; p-iMaxAmmo1 = AR34_MAX_CARRY; p-pszAmmo2 = NULL; p-iMaxAmmo2 = 0; p-iMaxClip = AR34_MAX_CLIP; p-iSlot = 3; p-iPosition = 4; p-iFlags = 0; p-iId = m_iId = WEAPON_AR34; p-iWeight = AR34_WEIGHT; return 1; } int CAR34::AddToPlayer( CBasePlayer *pPlayer ) { if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { return TRUE; } return FALSE; } BOOL CAR34::Deploy( ) { return DefaultDeploy( models/v_ar34.mdl, models/p_ar34.mdl, AR34_DRAW, onehanded ); } void CAR34::PrimaryAttack() { if (m_iClip = 0) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15; return; } m_pPlayer-m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer-m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip--; m_pPlayer-pev-effects = (int)(m_pPlayer-pev-effects) | EF_MUZZLEFLASH; // player shoot animation m_pPlayer-SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc= m_pPlayer-GetGunPosition( ); Vector vecAiming = m_pPlayer-GetAutoaimVector( AUTOAIM_5DEGREES ); Vector vecDir = m_pPlayer-FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer-pev, m_pPlayer-random_seed ); int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif // PLAYBACK_EVENT_FULL( flags, m_pPlayer-edict(), m_usAr34Fire, 0.0, (float *)g_vecZero, (float *)g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1; } void CAR34::SecondaryAttack( void ) { } void CAR34::Reload( void ) { if ( m_pPlayer-ammo_automatic = 0 ) return; DefaultReload( AR34_MAX_CLIP, AR34_RELOAD, 2 ); if (m_iClip != AR34_MAX_CLIP) { UTIL_MakeVectors( m_pPlayer-pev-v_angle + m_pPlayer-pev-punchangle ); Vector vecShellVelocity = m_pPlayer-pev-velocity + gpGlobals-v_right * RANDOM_FLOAT(-10,10) + gpGlobals-v_up * 0 + gpGlobals-v_forward * 23; EjectBrass ( pev-origin + m_pPlayer-pev-view_ofs + gpGlobals-v_up * -22 + gpGlobals-v_forward * 10 + gpGlobals-v_right * 2 , vecShellVelocity, pev-angles.x, m_iClipModel, TE_BOUNCE_SHELL ); } } void CAR34::WeaponIdle( void ) {
Re: [hlcoders] Re: Re: 3 round
Damn, don't get pissed at him. What did he do to you?? Can't we all just get along? On 5/12/05, Tony omega Sergi [EMAIL PROTECTED] wrote: Who was talking about switching while firing? The whole argument has been about how burst works while you have it selected, I don't recall anyone talking about switching to or from it. I also don't believe it's possible to even switch while holding the trigger down, because the trigger group would be locked. But I dunno for sure, and I'm too lazy to look at the manual now. -Original Message- From: bob [mailto:[EMAIL PROTECTED] Sent: May 11, 2005 11:39 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Re: Re: 3 round What the man is saying is that in real life, if you switch to the burst mode from automatic or any other selection that it starts counting and doesn't reset until the next trigger release. IE- if you depress the trigger, firing one shot, and switch to burst without releasing you will only be able to fire 2 bullets the next time you press the trigger down. Every time there after you will be firing 3. unless you release the trigger before they all come out. -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.8 - Release Date: 10/05/2005 ___ 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] Modifying The Lost Cost
-- [ Picked text/plain from multipart/alternative ] HDR will be a feature of the Source Engine, thus I'd say anything written that uses the source engine will support it. This includes all mods. On 5/12/05, Draco [EMAIL PROTECTED] wrote: And I'd imagine you would just mount it's GCF and load it's directories to use your mod with LC -- Draco ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for RnL www.resistanceandliberation.com http://www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Modifying The Lost Cost
The SDK will be updated around the time when the lost coast is released. If you follow the steps in our source control doc (http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.html), then you can start using the current SDK now and you will be able to integrate the changes that lost coast includes easily. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Wednesday, May 11, 2005 6:03 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Modifying The Lost Cost I'm just wondering what people needs to do, to be able to mod The Lost Coast when its out in a few months. I'm only going on the PCG interview, but what are the 4 Levels that are used in the textures? Second, will there be a sdk, or will teams just be able to add maps? Will HDR be ported to d0d:s, cs:s, hl2/dm, etc? I'm just trying to work out what code base to build my mod on, and the more infomation i have the better informed my choices Thanks Adam http://ammahls.com __ Yahoo! Mail Mobile Take Yahoo! Mail with you! Check email on your mobile phone. http://mobile.yahoo.com/learn/mail ___ 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: Re: 3 round
Where am I getting pissed at him? By asking a question about what he's talking about? ;p -Original Message- From: SB Childe Roland [mailto:[EMAIL PROTECTED] Sent: May 12, 2005 9:07 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: Re: 3 round Damn, don't get pissed at him. What did he do to you?? Can't we all just get along? -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.8 - Release Date: 10/05/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: 3 round burst
Man, I love this mail list. What will be the next topic? home made fision bombs? :DDD McCormack, Chris wrote: hehe this thread is insane, I think some of the contributors may possibly be on FBI watch lists :P -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Michael A. Hobson Sent: 11 May 2005 06:11 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: 3 round burst root 3:16, Just for once, maybe you could stop pretending to be the all-knowing infallible font of knowledge you seem to think you are as demonstrated by at least half your posts to this list ? At 08:55 PM 5/10/2005, you wrote: 3 sites I went to .org's .mils have the same thing it fires 3 rounds automatically in burst mode. http://www.au.af.mil/au/awc/systems/dvic534.htm Link above is not to an actual training manual, wherein one might learn all the subtle nuances of the weapon. Are you suggesting that some random web pages are superior in authority to an actual scanned *US MARINE CLASS TRAINING MANUAL* ??? At any rate, I have shot the M16A2, when you pull and release it fires 3 rounds. Regardless if you pull and hold the trigger or just pull and release the trigger. Did you actually try to make it cut the bursts short ? Why do I find that hard to believe? I shall now quote from page 4 (top paragraph) of the M16A2 MILSPEC document for the M16A2 Assault Rifle: MIL-R-63997B(AR) MILITARY SPECIFICATION Rifle, 5.56mm: M16A2, which is available from Armalite (the AR in AR-15) at the following URL: http://www.ar15.com/content/manuals/m16a2milspec.pdf quote: ... When the selector is placed in the BURST position, it shall permit the automatic sear to engage the hammer, so that the rifle is capable of burst firing. (One, two, or three continuous sh[[... NO CARRIER ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: 3 round burst
SSS. THEY are listening... looks over his shoulder On 5/12/05, tei [EMAIL PROTECTED] wrote: Man, I love this mail list. What will be the next topic? home made fision bombs? :DDD McCormack, Chris wrote: hehe this thread is insane, I think some of the contributors may possibly be on FBI watch lists :P -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Michael A. Hobson Sent: 11 May 2005 06:11 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: 3 round burst root 3:16, Just for once, maybe you could stop pretending to be the all-knowing infallible font of knowledge you seem to think you are as demonstrated by at least half your posts to this list ? At 08:55 PM 5/10/2005, you wrote: 3 sites I went to .org's .mils have the same thing it fires 3 rounds automatically in burst mode. http://www.au.af.mil/au/awc/systems/dvic534.htm Link above is not to an actual training manual, wherein one might learn all the subtle nuances of the weapon. Are you suggesting that some random web pages are superior in authority to an actual scanned *US MARINE CLASS TRAINING MANUAL* ??? At any rate, I have shot the M16A2, when you pull and release it fires 3 rounds. Regardless if you pull and hold the trigger or just pull and release the trigger. Did you actually try to make it cut the bursts short ? Why do I find that hard to believe? I shall now quote from page 4 (top paragraph) of the M16A2 MILSPEC document for the M16A2 Assault Rifle: MIL-R-63997B(AR) MILITARY SPECIFICATION Rifle, 5.56mm: M16A2, which is available from Armalite (the AR in AR-15) at the following URL: http://www.ar15.com/content/manuals/m16a2milspec.pdf quote: ... When the selector is placed in the BURST position, it shall permit the automatic sear to engage the hammer, so that the rifle is capable of burst firing. (One, two, or three continuous sh[[... NO CARRIER ___ 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
[hlcoders] Attaching Physics Objects to Players
Ok, I have created it so that you can attach physics objects to players...but when you do the player is stuck and can no longer move...if you attach the physics objects to another object it can move fine following that other object (this is for DM by the way) anyone know why attaching a physics object to another player would make it so they could not walk? Thanx :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Modifying The Lost Cost
Thanks to everyone Mike, i will do so with the code, and work from there, seeing the mod is a free flowing single player enviroment, the lost coast, will prove to be a good test on my ideas Adam --- Mike Dussault [EMAIL PROTECTED] wrote: The SDK will be updated around the time when the lost coast is released. If you follow the steps in our source control doc (http://www.valve-erc.com/srcsdk/Code/SourceControl/SourceControl.html), then you can start using the current SDK now and you will be able to integrate the changes that lost coast includes easily. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Wednesday, May 11, 2005 6:03 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Modifying The Lost Cost I'm just wondering what people needs to do, to be able to mod The Lost Coast when its out in a few months. I'm only going on the PCG interview, but what are the 4 Levels that are used in the textures? Second, will there be a sdk, or will teams just be able to add maps? Will HDR be ported to d0d:s, cs:s, hl2/dm, etc? I'm just trying to work out what code base to build my mod on, and the more infomation i have the better informed my choices Thanks Adam http://ammahls.com __ Yahoo! Mail Mobile Take Yahoo! Mail with you! Check email on your mobile phone. http://mobile.yahoo.com/learn/mail ___ 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 http://ammahls.com __ Yahoo! Mail Mobile Take Yahoo! Mail with you! Check email on your mobile phone. http://mobile.yahoo.com/learn/mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders