http://www.planethalflife.com/wavelength/coding/tutorials/34.htm
There is another (easier to follow - read: screenshots) version of the
tutorial by someone, but for the life of me I can't find it right now...
- Varlock
- Original Message -
From: C. Graves [EMAIL PROTECTED
is what we're wondering if Valve will do. I think
it costs a bit of cash to make these addons though. But,if Valve makes one
of these addons, people can use GMax to make models for Half-Life (and
mods).
- Varlock
- Original Message -
From:
[DRP]Avatar-X
To: [EMAIL PROTECTED
r. I
messed around with it for awhile and rewrote the code to use #ifdef CLIENT_DLL
and such, but the best I could do was actually have it fire under water but none
of the effects would play. Of course... client side weapons. I think that's
what's causing the problem.
So the question
is, how can I access my CVAR on the client?
-
Varlock
Unfortunately, I can't use gEngfuncs in shotgun.cpp or crossbow.cpp
because it isn't defined. If I try to include the correct header (hud.h or
cl_dll.h), then I get a whole bunch of errors. Any ideas on how I would be
able to use gEngfuncs here?
- Varlock
- Original Message -
From
definition alone, but I haven't had much luck.
- Varlock
- Original Message -
From: omega [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, December 21, 2001 10:47 PM
Subject: Re: [hlcoders] Server/Client CVAR Problems
#ifdef CLIENT_DLL
#include header
#endif
-omega
Blackened
Interactive
http://www.nofadz.com/blackened
IRC: irc.gamesnet.net channel: #blackened-interactive
Assistant Coder, Underhive (http://www.underhive.com)
- Original Message -
From: Varlock [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 22, 2001 1:50 AM
Subject: Re: [hlcoders
Put it in CHalfLifeMultiplay since it's the base gamerule for all the
others and if you declare the function as virtual, it will work in all the
inherited classes. If that doesn't work for you, make a global function.
- Original Message -
From: Yacketta, Ronald [EMAIL PROTECTED]
To:
unless it detects
the defaultctf keyvalue in which case it sets the cvar to be the value read
from worldspawn. I didn't really understand what the rest of your original
message was about, so maybe I'm way off track.
- Varlock
- Original Message -
From: Dave R. Meyers [EMAIL PROTECTED
is
valid from ANY use of that pointer. So you should *try* this:
if( pPlayer )
{
if( pPlayer-IsAlive( ) )
{
etc...
This is just an idea. If it works, good. If not, well, whatever.
- Varlock
- Original Message -
From: Yacketta, Ronald [EMAIL PROTECTED]
To: [EMAIL PROTECTED
if( vector.Length( ) 600 )
- Varlock
- Original Message -
From: Yacketta, Ronald [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, January 04, 2002 1:36 PM
Subject: RE: [hlcoders] Items.cpp (MyTouch)
And how in pray tell would that be accomplished? Could you lend an
example
e fgets function automatically
reads up to the number of characters you pass it (in this case 1024) or until a
newline character is reached. Now you can use line as you wish. Finally, the
code closes the file.
- Varlock
- Original Message -
From:
Christopher Long
To: [EMAIL PROTECTED]
and have like babycrab200.mdl, babycrab250.mdl, and babycrab300.mdl or
something. :)
- Varlock
- Original Message -
From: Reedbeta [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, February 16, 2002 11:38 PM
Subject: Re: [hlcoders] Monster Speeds
The model movement speed
the model, I multiply them by m_flSpeedFac. Then in my new
babycrab, called a sewercrab, in SewerCrab :: Spawn, I set m_flSpeedFac to
0.8. Anyway, it works perfectly. The thing moves slower, just as I hoped.
Thanks for all the help. :)
- Varlock
- Original Message -
From: Reedbeta [EMAIL
in the copy
constructor, since you probably don't want to just assign them like above.
You probably want to use functions like strcpy and memcpy for those.
- Varlock
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, February 25, 2002 12:26 AM
Subject: [hlcoders
?
Also, since the copy constructor is called for a statement like this:
CObject ob1;
CObject ob2 = ob1;
How would you deal with pointers? I'm not totally sure.
CObject *pob1 = new CObject( );
CObject *pob2 = new CObject( pob1 );
Yes? No?
- Varlock
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