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Try valve.rc or as Jay said, put it in a cfg that you exec when the
gamerules is made
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Hello,
I can't locate where is the code for identifying which entity is an
enemy and which is friendly. As I remember from HL1 sdk there were
some relationship definitions. What I actually want to do is to make
player an ally with combine and enemy with rebels. Can you tell me
where should I look
Thanks, I forgot about valve.rc - it works now
Yet it has a side effect of not loading the background
map
--- Aaron Schiff [EMAIL PROTECTED] wrote:
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Try valve.rc or as Jay said, put it in a cfg that
you exec when the
gamerules is made
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...especially since wireless communication *is* sound - in the 2.4ghz
spectrum.
Not quite. Wireless coms use Radio waves, which are an electromagnetic
wave. Sound is not an electromagnetic wave ;)
On 08/01/06, Kuja [EMAIL PROTECTED] wrote:
Why would you use pressure waves as packet emitters?
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You can find this in hl2_gamerules.cpp. You will find a bunch of
SetDefaultRelationship calls.
D_HT: Hate
D_FR: Fear
D_LI: Like
D_NU: Neutral
On 1/8/06, Giedrius T. [EMAIL PROTECTED] wrote:
Hello,
I can't locate where is the code for
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The env_steam entity, when the 'particle type' is set to 'heat wave' could
produce a smilar effect to what you're looking for (maybe it would be a good
starting point to work off of). Remember the Ravenholm levels with the
propane tank canister?
Julian Moschüring wrote:
hey,
so, you only want to graphically simulate WLan AdHoc networks with the
source engine and make the physical communication and the osi layers
visible without attaching the graphics to any real communication? Just
for presentation purposes? Sounds funny, I want to
Kuja wrote:
Why would you use pressure waves as packet emitters? It'd be far, far
more reasonable (and easier) to use sound. Source already has the
capability to have sound refract off of buildings, be blocked, etc.
You'd just need to modify it. It'd work much better - especially since
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I have thought about that too - sound or light are both waves, albeit in
different areas of the spectrum. Actors can react to both, I think. Can I
have
sound without actually having anything heard? ultrasound or something? :)
possibly, why
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He wants a reflection effect when you get far enuf away from certain
materials...
On 1/8/06, Alex W [EMAIL PROTECTED] wrote:
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The env_steam entity, when the 'particle type' is set to 'heat
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I'm using the Advanced SDK, I know Why not just use the HL2MP SDK, and
I've run across an unexpected crash. On the server I set the player model
whenever they players change teams. It works fine for your first team
selection, and then on the
Adam amckern Mckern wrote:
IMO, take a look at the hound eye shock wave effect,
if you can slow it down, then your have a wonderful
effect (though not an expanding globe, it is an
expanding circle.)
Where do I see those? AFAICT, hound eyes are not in HL2.
--ck
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http://www.de-punkt.de [
They are in hl2:substance http://ludus1942.ngi.it/
--- Christopher Kunz [EMAIL PROTECTED] wrote:
Adam amckern Mckern wrote:
IMO, take a look at the hound eye shock wave
effect,
if you can slow it down, then your have a
wonderful
effect (though not an expanding globe, it is an
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