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
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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:
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
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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.
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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:
-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
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Well done.
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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
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 ?
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:
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.
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