Re: [hlcoders] config.cfg not geting values read, or saved

2006-01-08 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Try valve.rc or as Jay said, put it in a cfg that you exec when the gamerules is made -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] npc relations

2006-01-08 Thread Giedrius T.
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

Re: [hlcoders] config.cfg not geting values read, or saved

2006-01-08 Thread Adam \amckern\ Mckern
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: -- [ Picked text/plain from multipart/alternative ] Try valve.rc or as Jay said, put it in a cfg that you exec when the gamerules is made --

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-08 Thread Dan Stevens (IAmAI)
...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?

Re: [hlcoders] npc relations

2006-01-08 Thread DigiChaos
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Brainstorm with me? How to create desert mirage effect?

2006-01-08 Thread Alex W
-- [ Picked text/plain from multipart/alternative ] 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?

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-08 Thread Christopher Kunz
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

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-08 Thread Christopher Kunz
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

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-08 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Brainstorm with me? How to create desert mirage effect?

2006-01-08 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] He wants a reflection effect when you get far enuf away from certain materials... On 1/8/06, Alex W [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The env_steam entity, when the 'particle type' is set to 'heat

[hlcoders] Crash on model change.

2006-01-08 Thread Andrew (Bromfitsen)
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-08 Thread Christopher Kunz
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 -- http://www.de-punkt.de [

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-08 Thread Adam \amckern\ Mckern
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