except model,
frame, and sequence) of the client's viewent, which is typically the
player.
If you can locally - on the client - change the players skin (and body,
etc.) then the weapon should work how you want.
-Original Message-
From: Christopher Long [mailto:[EMAIL PROTECTED]]
Sent
it wrong
but i dunno. All that changes in the v_weaponmodel is the hands skins the weapon
itself stays untouched but since the hands are compiled into the weapons its really
part of the weapon so it should change :/ i dunno..
help anyone??? it'd be appreciated.
thanks in advance
Christopher Long
bump does anyone know the answer to this i'd like to clear it up for
myself.
- Original Message -
From: Christopher Long [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, April 13, 2002 5:59 PM
Subject: [hlcoders] v_weaponmodels skin changing
This is a multi-part message
version.
- Original Message -
From: Cruise [EMAIL PROTECTED]
To: Christopher Long [EMAIL PROTECTED]
Sent: Tuesday, March 26, 2002 8:30 PM
Subject: Re: [hlcoders] problem with GiveNamedItem need help.
-BEGIN PGP SIGNED MESSAGE-
Hash: MD5
[snip]
then again in the multiplay game
indeed finally get to it through the
weightings but i just can't draw it on my own :(... tis a weid problem
and no i'm not
having anyone on.
- Original Message -
From: Cruise [EMAIL PROTECTED]
To: Christopher Long [EMAIL PROTECTED]
Sent: Tuesday, March 26, 2002 8:30 PM
Subject: Re
]
To: Christopher Long [EMAIL PROTECTED]
Sent: Tuesday, March 26, 2002 9:03 PM
Subject: Re[2]: [hlcoders] problem with GiveNamedItem need help.
-BEGIN PGP SIGNED MESSAGE-
Hash: MD5
so why can't i go
char temp[20];
sprintf(temp, weapon_%s,
SpeciesWeapons[0].CloseCombatWeaponName
kinda swaying my views
Any others got input... Botman? Valve Guys? Mom :( ?
- Original Message -
From: Cruise [EMAIL PROTECTED]
To: Christopher Long [EMAIL PROTECTED]
Sent: Tuesday, March 26, 2002 9:47 PM
Subject: Re[4]: [hlcoders] problem with GiveNamedItem need help.
-BEGIN PGP
save my soul it'd be great.
thanks in advance
Christopher Long.
ps - sorry for the long post of which i'm sure your eyes are bleeding from but well i
thought it better to post information on the entire problem so those that
wish to read it can analyze it further
..
I'm a bit of a n00b when it comes down to all the configuration of the compiler but i
can handle what else i need to do.
Anyway help would be appreciated.
thanks again
Christopher Long
--
___
To unsubscribe, edit your list preferences, or view the list
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
After gaming on servers i've been fortunate enough to put up with the crap of people
saying that a 56k dial up is lagging a server up.
I've also just heard the complete opposite of which how a
.
Regards,
Lakario
- Original Message -
From: Christopher Long
Sent: Saturday, March 16, 2002 7:53 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Half Life engine limitations.
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
pheew third
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I got to the stage of not caring so i ported to sdk2.2 and it removed the problem...
i'm guessing i was a n00b a year ago and i removed something somewhere i shouldn't
have touched... the problems
aware
sooner or later i'll need the debuger to save me. I should really learn to
use it. I know what break points etc do i just can't get it running under
the debugger with half life.
thanks anyway.
Christopher Long
- Original Message -
From: Cruise [EMAIL PROTECTED]
To: Cortex [EMAIL
with sdk 2.1 or 2.0 can't remember which i have but like
it matters.
Anyone here able to offer some insight as to why i am getting this :/ Valve
others help?
help appreciated
Christopher Long
--
___
To unsubscribe, edit your list preferences
well i'm desperate enough to spend that time... you got an archive link?
- Original Message -
From: Cruise [EMAIL PROTECTED]
To: Christopher Long [EMAIL PROTECTED]
Sent: Tuesday, March 12, 2002 8:44 PM
Subject: Re: [hlcoders] pEnt != NULL and driving me nuts
-BEGIN PGP SIGNED
from
cbase.h or .cpp can't remember but its in a debug statement.
What actually does pEnt != NULL mean anyway?
thanks again
Christopher Long
- Original Message -
From: Leon Hartwig [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, March 13, 2002 3:41 AM
Subject: RE: [hlcoders] pEnt
well lets take a look at it
the values were 5, 5, 25.5
now the colour index goes from 0 to 255 so the largets range is 255.
now if 25.5 is the largest found value they used one can assume that 25.5 *
10 = 255 which is the largest index from 0-255 in the colour index.
- Original Message
in the gamerules check eh?
Anyways i'll give it a belt and get back to you :) thanks for taking the
time to reply.
- Original Message -
From: Cruise [EMAIL PROTECTED]
To: Christopher Long [EMAIL PROTECTED]
Sent: Monday, March 11, 2002 11:10 PM
Subject: Re[2]: [hlcoders] NULL player problem
already ahead of you botman. I checked it out and many other things before i
chose to bother this list. the client.cpp clientdisconnect has
// since the edict doesn't get deleted, fix it so it doesn't interfere.
pEntity-v.takedamage = DAMAGE_NO;// don't attract autoaim
pEntity-v.solid =
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I have set a gamerules up that checks if all players are dead on the current team
testing if they are a player and if they are alive or not and i check if it is a
nullent so that after all players
amen to that. I have emailed them before as well and they respond quiet fast
and give information to solve your problem as botman said.
A real friendly bunch of fellows actually and thats what makes doing
this that little bit better.
- Original Message -
From: botman [EMAIL
i'll have to agree with mr botman. Thats the way i went through it. I'm
still not 100% great with the sdk, as i haven't touched triapi, monster ai,
player movement prediction OR the model rendering stuff...
But i get to each one as i require to make a new change. When first looking
at the sdk
D00d you forgot DECLARE_MESSAGE(blah, blah); in that cp file.
and maybe you didn't make an instance of the hud variable and call its init
func.
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, February 10, 2002 7:30 AM
Subject: [hlcoders] Message
. Thats your problem d00d trust me.
- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, February 10, 2002 8:07 AM
Subject: Re: [hlcoders] Message Problems
on the client? None of the rest seem to do it
- Original Message -
From: Christopher Long
PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, February 09, 2002 10:07 PM
Subject: Re: [hlcoders] Message Problems
on the client? None of the rest seem to do it
- Original Message -
From: Christopher Long [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, February 09
isn't it in ammo.cpp around line 1110 :) cause i have messed with it and i'm
pretty sure thats what your after. it draws all the buckets and the weapons
that drop down when that bucket is selected.
- Original Message -
From: _Phantom_ [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent:
asus geforce 2mx 32Mb. Nvidia chipset.
it may be due to myself running windows 2k server edition?
i dunno it just seems weird that it happens :/
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, February 01, 2002 12:09 AM
Subject: Re: [hlcoders]
I haven't actually looked into this yet so i can't
really say i have had a go but i was just wondering what is involved when
changing a players skeleton to one that doesn't use the standard default valve
skeleton. Is any coding involved at all or should it all be handled already
properly,
if we are going graphics wise and pleasing to the
eye
q3 UT HL doom
but if we were to go for playability and fun factor taking
mods into mind
HL q3 UT doom
i feel sorry for doom :( but it was good in its time. It
was the first ever multiplayer game i played on a computer system. back
I am currently adding support for player character
submodels and have come to a little question that i can't figure the answer out
to and no its not coding related just more of a what would happen if this was
done.
Ok question time.
Say i have created a model for a certain class and
it has
use line as you
wish. Finally, the code closes the file.
- Varlock
- Original Message -
From:
Christopher Long
To: [EMAIL PROTECTED]
Sent: Saturday, January 05, 2002 7:39
PM
Subject: [hlcoders] file reading
from...
gEngf
oadFile...
Thx
CortexHL
Albator coder mapperwww.hlalbator.fr.stICQ :
71548738
- Original Message -
From:
Christopher Long
To: [EMAIL PROTE
le.
- Varlock
- Original Message -
From:
Christopher Long
To: [EMAIL PROTECTED]
Sent: Saturday, January 05, 2002 7:39
PM
Subject: [hlcoders] file reading
from...
gEngfuncs.COM_ParseFile takes tokens from the
file and with it i
Is there an address you gotta go to. Asking for
someone that needs an answer. I was transfered over from the topica list so i
wouldn't have a clue. I had an email with that in it before i formated. Help
would be appreciated.
i think i created a monster this topic was meant to be
just about some lame person selling stuff he didn't own on ebay :) amazing how
the conversations diverge :) anyone know how many replies i got from the
original post?
- Original Message -
From:
Nathan Taylor
To:
http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItemitem=1314287113
go check that out... i find it extremely lame. I
remember a post a while back on phl on how someone was selling hacks on ebay so
i thought i'd see if the trend is still there... well only one guy.
What i find worse is he is
From:
Nathan Taylor
To: HLCoders
Sent: Wednesday, December 26, 2001 8:42
PM
Subject: Re: [hlcoders] what a bloody
n00b
wow, he should die...
- Original Message -
From:
Christopher Long
Sent: Wednesday, December 26, 2001 5:27
AM
To: [
37 matches
Mail list logo