Re: [hlcoders] (no subject)

2010-12-01 Thread Nova Silisko
Lady Gageateam
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Re: [hlcoders] Weapon script overrides

2010-11-29 Thread Nova Silisko
Well, I'm having some more issues. I have a simple temporary solution of
using a placeholder model with different skins to represent different items
- it works fine, but the weapon selection is broken.

I overrode the filter for not picking up weapons you already have with an
exception for weapon_item, which also works.

The problem being the actual weapon selection as stated earlier, I can
select one, then the other, but after that I can't switch back again. I've
been rooting around in the weapon_selection.cpp file and
hud_weaponselection.cpp file and haven't been able to find much that works.

I'd hope it will be a lot easier than getting the weapon_item working in the
first place...
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Re: [hlcoders] (no subject)

2010-11-28 Thread Nova Silisko
Just a dab'll do ya.
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Re: [hlcoders] (no subject)

2010-11-28 Thread Nova Silisko
Or ten pounds, actually.
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Re: [hlcoders] Weapon script overrides

2010-11-27 Thread Nova Silisko
All that's really worrying me right now is the fact that it seems to be
impossible to get the string itself to actually network to the client..

Here's the latest code by the way:

(I updated DEFINE_AUTO_ARRAY_KEYFIELD like you suggested, by the way)

http://pastebin.com/uYxviT6W
http://pastebin.com/TUcupE1T

I'm frankly about ready to give up on thisI'd like to at least get a
rough build going, even if it's sloppy and inefficient, just a bare minimum
of allowing me to even START the project would be lovely.
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Re: [hlcoders] Weapon script overrides

2010-11-27 Thread Nova Silisko
Yaay the custom build step managed to break itself.
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Re: [hlcoders] Weapon script overrides

2010-11-27 Thread Nova Silisko
As it turns out:

The Msg command not working was due to it being in the Spawn function.
In hud_weaponselection.cpp, the weapon name is pulled from the script, not
the actual GetPrintName() function.

Now I have a temporarily workable solution, just without viewmodels.
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[hlcoders] Weapon script overrides

2010-11-26 Thread Nova Silisko
I currently have a goal - make an inventory system using the existing weapon
framework.

I have a fairly good plan:

weapon_item

Needs several keyvalues;

View Model - Overrides the weapon script for view model.
World Model - Same as above but with world.
Bucket number - Position horizontally in the weapon list.
Bucket order - Vertical bucket position.
Display Name - Self explanatory

~edit
ALTERNATIVELY

Instead of specific keyvalues for the above properties, a single one loading
a script (say, scripts/items/pipe.txt)

Already tried this method but ran into more difficulties.

I THOUGHT they were good plans anyway... Then I tried to code them.

So far, my only results have been a world model showing, and the weapon
slot/bucket being correct. View model and display name are currently NOT
working, and I can't determine why.

Here is the code for both client and server:
Client - http://pastebin.com/ZesQCzeY
Server - http://pastebin.com/G9ib6ik2

Much of it is a mess of overrides to the CBaseCombatWeapon class, but I feel
as though there is a simpler way it could be done...

Right now I've done the terrifically barbaric solution of hardcoding all the
names and viewmodels and referring to them based on an integer in the
keyvalues - integers seem to be the only thing I can properly network.

Originally posted on steam forums, but I'm getting desperate now...
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Re: [hlcoders] Weapon script overrides

2010-11-26 Thread Nova Silisko
Another thing I've noticed seems to be that even directly forcing the values
in GetPrintName() and the other similar functions does not work. Is there
some specific thing going on in CBaseCombatWeapon preventing those functions
from being overridden in derived classes?
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Re: [hlcoders] Weapon script overrides

2010-11-26 Thread Nova Silisko
Also, in env_projectedtexture.cpp there is:

DEFINE_AUTO_ARRAY_KEYFIELD( m_SpotlightTextureName, FIELD_CHARACTER,
texturename ),

Does this mean it doesn't need a Keyvalues() function or is it something
else?
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Re: [hlcoders] Weapon script overrides

2010-11-26 Thread Nova Silisko
And I did some more testing, put in two message functions, both in the spawn
function but on client and server:

Msg(CLIENT - VM: %s WM: %s DN: %s B1: %i B2: %i \n, m_szViewModel,
m_szWorldModel, m_szDisplayName, m_iBucket1, m_iBucket2);
Msg(SERVER - VM: %s WM: %s DN: %s B1: %i B2: %i \n, m_szViewModel.Get(),
m_szWorldModel.Get(), m_szDisplayName.Get(), m_iBucket1.Get(),
m_iBucket2.Get());

Unfortunately, it's STILL not transmitting to the client -


SERVER - VM: models/weapons/v_crowbar.mdl WM: models/weapons/w_irifle.mdl
DN: Rage test B1: 1 B2: 2

CLIENT - VM:  WM:  DN:  B1: 0 B2: 0
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