RE: [hlcoders] Building an AI

2005-09-16 Thread Ian Warwick
Not sure what your problem is, just make a new NPC. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Greg Lindquist Sent: 16 September 2005 05:49 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Building an AI -- [ Picked text/plain from

Re: [hlcoders] Building an AI

2005-09-16 Thread Greg Lindquist
-- [ Picked text/plain from multipart/alternative ] new NPC? how do you mean? On 9/16/05, Ian Warwick [EMAIL PROTECTED] wrote: Not sure what your problem is, just make a new NPC. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Greg Lindquist Sent:

RE: [hlcoders] Building an AI

2005-09-16 Thread Ian Warwick
Inherit from CAI_BaseNPC, and implement your own conditions tasks and schedules (or use the existing ones if they fit) to create your NPC's behaviour. Add a new member to your class to store a pointer to the player owner. write some fancy transformation animations. Considering most of the NPC's

Re: [hlcoders] Graphics made easy (tm)

2005-09-16 Thread Nick
-- [ Picked text/plain from multipart/alternative ] I would also like to know about glow shells. There is NO reason why things that took only a few lines of code in hl1 should take incredibly more lines of code, in hl2. -- ___ To unsubscribe, edit your

Re: [hlcoders] Graphics made easy (tm)

2005-09-16 Thread Steven Guy
Humm yes there is... like you know maybe they changed the way things are done. HL2 never used glow shells so there isn't any code for glow shells. You need to create a shader that does glow shell effect. From: Nick [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To:

Re: [hlcoders] ConVar in Server Plugin

2005-09-16 Thread dackz
-string- wrote: No, I already tried that. I will get the default value in both ServerActivate and LevelInit. The only success I got was when I read the value in GameFrame, but that doesnt feel right. I dont want to have a check there every time GameFrame is called ... if(!init) You may have

Re: [hlcoders] Graphics made easy (tm)

2005-09-16 Thread Andrew (British_Bomber)
-- [ Picked text/plain from multipart/alternative ] Well done. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Problems with rotating a decal in Source

2005-09-16 Thread Gnolfo
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] This is my first post on here so go easy on me :). I tried looking through the archives for a similar discussion on this but didn't find anything... First let me try to give an abstract, I've

[hlcoders] Animated VTF textures - VMT settings

2005-09-16 Thread Michael A. Hobson
Ok folks, Does anyone know what key/values to use to set the animation frame rate for an animated (multiple frame) VTF Texture? I can't seem to find this info anywhere. (Yes, I looked on the Source Wiki). If it is not actually adjustable at all, then what is the fixed frame rate these play at ?

RE: [hlcoders] Animated VTF textures - VMT settings

2005-09-16 Thread Jay Stelly
animatedTextureFrameRate look at src\cl_dll\baseanimatedtextureproxy.cpp to see how all of the variables are used or make changes. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael A. Hobson Sent: Friday, September 16, 2005 3:30 AM To:

RE: [hlcoders] Animated VTF textures - VMT settings

2005-09-16 Thread Michael A. Hobson
Jay, Thank You! I certainly shall. Jay Stelly said: animatedTextureFrameRate look at src\cl_dll\baseanimatedtextureproxy.cpp to see how all of the variables are used or make changes. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael A.