I'm somewhere in between disappointed an desperate, so before I launch
myself on the crazy solution, just wanted to make sure I understood this
correctly. Is it true that there's no other kind of shapecast in Source
than an axis-aligned bounding box!? No sphere, no oriented box, no
capsule,
That's plugins. Im talking mod bots.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, April 30, 2007 8:13 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Base Bot
Unfortunately bot development for HL2 has
--
[ Picked text/plain from multipart/alternative ]
Take a look at \dlls\hl2mp\hl2mp_bot_temp :)
/ProZak
On 30/04/07, Mark Chandler [EMAIL PROTECTED] wrote:
That's plugins. Im talking mod bots.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Got the sdk im hoping there will be an sdk version of that if not ill have
to start a new mod for it. Thxs
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Monday, April 30, 2007 4:09 PM
To: hlcoders@list.valvesoftware.com
--
[ Picked text/plain from multipart/alternative ]
The files exist in the dlls\sdk\ folder too, they're just called
sdk_bot_temp instead ;)
On 30/04/07, Mark Chandler [EMAIL PROTECTED] wrote:
Got the sdk im hoping there will be an sdk version of that if not ill have
to start a new mod for it.
Well I know this is prob advanced for most but what im trying to do is get a
vgui_screen to display a vgui panel defined in code. Why do I want to do
this? Well I want to be able to control what it displays.
I have had a look through the code and it loads it via res files but I want
to use a
Can one of you guys email me the .cfg that is borked and I'll see what
gives... Thx
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
Sent: Sunday, April 29, 2007 4:04 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Weird .cfg
I have written the following code the spawn the npc_turret_floor entity.
CNPC_FloorTurret *pEntity = (CNPC_FloorTurret*) CreateEntityByName(
npc_floor_turret );
pEntity-Spawn();
pEntity-SetLocalOrigin( local_origin );
pEntity-SetLocalAngles( local_angles );
pEntity-AddSpawnFlags(
Mukkan Yhtio wrote:
I have written the following code the spawn the npc_turret_floor entity.
No, you haven't, you've written code to spawn npc_floor_turret, not
npc_turret_floor...
CNPC_FloorTurret *pEntity = (CNPC_FloorTurret*) CreateEntityByName(
npc_floor_turret );
After calling
vphysics has a shapecast primitive function (i.e. you can cast one shape
represented as a CPhysCollide at another) but no way of getting a list
of CPhysCollides to cast against. The changelevel trigger uses the
primitive routine to find exact intersections between physics props and
the trigger,
--
[ Picked text/plain from multipart/alternative ]
Don't you have to install a bunch of stuff to go with the VCexpress? Like
isn't there an SDK you have to get from Microsoft?
I downloaded some x86 thing, is that it?
On 4/29/07, Andrew Timson [EMAIL PROTECTED] wrote:
On 4/27/07, Joshua S.
--
[ Picked text/plain from multipart/alternative ]
You need the Platform SDK (
http://www.microsoft.com/downloads/details.aspx?FamilyId=0BAF2B35-C656-4969-ACE8-E4C0C0716ADBdisplaylang=en),
some say you need the DirectX SDK (http://msdn.microsoft.com/directx/sdk/) too,
but I've never downloaded
--
[ Picked text/plain from multipart/alternative ]
Hey, I'm having a little problem. Whenever I switch from Debug Hl2mp to
Release Hl2mp, VC2005 locks up, it's unresponsive and it freezes. Anything I
can do about this?
On 4/30/07, Tobias Kammersgaard [EMAIL PROTECTED] wrote:
--
[ Picked
You should only need the DirectX SDK if you need to compile shaders.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Monday, April 30, 2007 4:08 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Vs2002 patch
14 matches
Mail list logo