Re: [hlcoders] {Spam?} Re: (no subject)

2010-11-06 Thread Yorg Kuijs
Over 9000 would be my answer :P Op 6-11-2010 21:54, AndreaZzZ schreef: Lol! How much did you pay? 2010/11/6 Dexter Haslemdexter.has...@gmail.com I just bought 10 POUNDS OF VIAGRA! On Sat, Nov 6, 2010 at 12:44 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: Don't bother with the

Re: [hlcoders] Steam Gamestart menu

2010-10-26 Thread Yorg Kuijs
Unless you're on Steamworks, I'd say no. Greenberet schreef: Hello Guys, we are using an extra configuration application for our mod. The problem is with doubleclick on the game in steam the mod will directly start. I want to use an option panel like in overlord when this happens. So:

Re: [hlcoders] Alien Swarm VPK

2010-07-28 Thread Yorg Kuijs
unless the mod gets Steamworks access). Regards, Yorg DuckSauce Kuijs Tony omega Sergi wrote: just compare the source from alien swarm\sdk_src to your mod source and incorporate the changes, doing so fixes it, at least it did for me. -Tony On Tue, Jul 27, 2010 at 11:58 PM, Yorg Kuijs yorg.ku

[hlcoders] Alien Swarm VPK

2010-07-27 Thread Yorg Kuijs
Hey list, As some of you may know, Alien Swarm uses some VPK files to store some stuff, for some reason it will load files in it over files directly in the folder, which means making your own vpk. Can anyone tell me the advantages of rebuilding a .vpk over and over just to make one line of

Re: [hlcoders] Alien Swarm VPK

2010-07-27 Thread Yorg Kuijs
game. BeyondCompare or Perforce can make copying over the changes quick and easy. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yorg Kuijs Sent: Tuesday, July 27, 2010 4:49 AM To: Discussion of Half-Life

Re: [hlcoders] {Spam?} Hud texture alpha

2010-07-06 Thread Yorg Kuijs
Just: vgui::surface()-DrawSetColor(255, 255, 255, alpha); Should work. Here's my .vmt: UnlitGeneric { $basetexture hud\markers\marker_stopwatch_green $translucent 1 $no_fullbright 1 $ignorez 1 $nolod 1 $vertexalpha 1 } vertexalpha and translucent might be the cause.

Re: [hlcoders] x currently playing Source SDK Base 200x

2010-06-23 Thread Yorg Kuijs
I'd like to confirm I have the same problem as him, mod's named and steam.inf contains appid 218(same in gameinfo), I don't think the change from OB to 2007 caused it either, it worked fine for a while, but lately it also turned into Source SDK Base 2007. C-F Strid wrote: A mere speculation:

Re: [hlcoders] Custom Trigger

2010-05-09 Thread Yorg Kuijs
I believe this has to do with those types of entities being triggers themselves, using a bounding box of sorts to detect if a player is touching it. These triggers capable of moving can not trigger invisble non-solid triggers, apparently to reduce the amount of touch-links. It's an engine

Re: [hlcoders] Mod doesn't recognize custom translation file

2010-01-23 Thread Yorg Kuijs
Nor do I then in my own mods, the _english.txt works fine for me, isn't gameinfo_path the mod directory? Anyway I've tried to help him on the Steam coding forums already and referred him to try here. Would it be an option to make a new testmod and test out if you can get the file working

Re: [hlcoders] Implementing Rounds in OB Scratch Mod

2009-12-01 Thread Yorg Kuijs
For HL2MP mod see: http://developer.valvesoftware.com/wiki/Last_Man_Standing_Gametype Probably outdated if you're on OB, just peek through it to find some default functions and the entities you will need to add to a certain filter. If an older version of the engine follow the tutorial for as

Re: [hlcoders] Arbitrary Gravity Direction

2009-10-14 Thread Yorg Kuijs
ZuM did you mean Ballmen? Link: http://www.moddb.com/mods/ballmen ZuM wrote: Hi, I don't know how to answer this, but there's a mod out that unfortunately i can't remember the name, but the mod was all about changing the orientation of the players, and the gravity, so in one moment you where

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Yorg Kuijs
Ehm the pointer itself would be the null pointer? So m_pVehicle is a NULL pointer, not enough to know when or how the pointer should get something to point to though. Matt Hoffman wrote: How do I find which part of that line points to a NULL-pointer? On Sun, Jul 19, 2009 at 11:23 AM,

Re: [hlcoders] Starting HL2 Mod

2009-05-11 Thread Yorg Kuijs
Afaik the SDK Base orange box is an update to the original Base, so you would need both, not just one or the other. Also it will make sure you can play other mods without problems as well if you have both the SDK Base sdk's Tobias Kammersgaard wrote: First you need the Source SDK installed. If

Re: [hlcoders] Weird STV crash on windows servers

2009-05-03 Thread Yorg Kuijs
I'm no expert on this, but I just read somewhere that using allowdebug will turn off VAC protection, try running the servers without VAC protection and without the -allowdebug parameter. Hope that helps! Mandibull wrote: On Sun, May 3, 2009 at 4:56 AM, atomy at...@jackinpoint.net wrote:

Re: [hlcoders] Laggy Beam in Hl2dm

2009-04-10 Thread Yorg Kuijs
It's a server side beam, so a lot of network traffic is taking place if you're moving a beam around I guess. Only way to get over that is make it clientside(if that's even possible) or find some other solution I guess. I could be wrong though , but I remember seeing some other post about

[hlcoders] Attachements

2009-04-04 Thread Yorg Kuijs
Hey list, I have some pickups that float around and stuff, they're hard to see and could do with some fancy effects, however it seems the effect won't move along with the model and for that I assume it needs an attachement to link it too? The problem is apperently information about

Re: [hlcoders] Attachements

2009-04-04 Thread Yorg Kuijs
Heh, you're too late and no am not on the OB engine, me and my modeller pulled it off, mostly my modeller though, since he had to actually create the attachment, I just had to use it :P It works so that's that... Thanks for the answering though. Michael Corsaro wrote: If you are using the OB

Re: [hlcoders] Model Entity attached to play

2009-03-27 Thread Yorg Kuijs
Not exactly a tutorial but here's something that can help you: http://forums.steampowered.com/forums/showthread.php?t=824025 I've been asking questions in that thread about a variety of things concerning optimization, a little bit down in the thread is a bunch of information about networking a

[hlcoders] {Spam?} Particle moving speed

2009-03-27 Thread Yorg Kuijs
Hey list, also posted this on the steam forum In my HL2MP Ep1 mod I'm maually creating particles using a derived class from the original hl2 explosion, the explosion I'm currently working on only has a particle effect based on the fire_embers released after an explosion. Everything's good

Re: [hlcoders] HL2MP Stunstick Model Error

2009-03-15 Thread Yorg Kuijs
If you have GCFscape you can open a half life 2 related .gcf and find the stunstick and other missing stuff there, then just extract them to your own folder. And yeah some documentation on it would be great though, newbie documentation is like, ok here make a mod, compile and now you have a

Re: [hlcoders] (no subject)

2009-03-05 Thread Yorg Kuijs
Best joke of the week lol Saul Rennison wrote: I'm still laughing at the OP. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] can this work/is it efficient?

2009-03-01 Thread Yorg Kuijs
Hey list, In my mod I want the winner of a round to be announced with a hud print center and print console. This will work by score(mind you, score is seperated from the frags already). I don't really have any experience when it comes to selecting the highest score out of multiple

Re: [hlcoders] can this work/is it efficient?

2009-03-01 Thread Yorg Kuijs
Looking good, thanks for the correction. Guess I also forgot static variable would also be saved between function calls, besides just saving the value for each loop iteration. Tony Paloma wrote: The second loop is unnecessary. You can keep track of the winner player in the first loop and then

Re: [hlcoders] Grenade aftermath sound effect.

2009-02-28 Thread Yorg Kuijs
If you're trying to find the sound itself, afaik it's generated by audio part of source I guess and isn't in a .wav If not I don't know if this will help but in CBasePlayer where you've been messing around I have found that this does handle ear ringing at least, maybe not the DSP thing but I

[hlcoders] best way to check for non player held weapon kills?

2009-02-25 Thread Yorg Kuijs
Hey list, I have implemented a hitsound system now, with some help from here, although I'm not 100% sure, anyway when testing alone though I found out that the game crashes if it has to send the hitsound to an attacker that's not the player(mostly just the world, like hurting water). I fixed

Re: [hlcoders] best way to check for non player held weapon kills?

2009-02-25 Thread Yorg Kuijs
I have it looking like this now: CBasePlayer *pAttacker = ( CBasePlayer* )inputInfo.GetAttacker(); bool bAttackerIsPlayer = pAttacker-IsPlayer(); if ( pAttacker != this bAttackerIsPlayer inputInfo.GetDamage() 0 ) { CRecipientFilter filter; filter.AddRecipient(

Re: [hlcoders] best way to check for non player held weapon kills?

2009-02-25 Thread Yorg Kuijs
Nope no bots, will try to remember though should there ever be some. Ryan Sheffer wrote: IsPlayer will always be valid, its set when a player entity is created and only for player ents. Only one other check I would suggest if you are using bots would be if the player is fake.

Re: [hlcoders] laggy item animation

2009-02-23 Thread Yorg Kuijs
Yeah choppy may be a better word, the animation seems to skip a frame or less every now and then making it jump So if the interpolation is being ignored how would I fix that? Ryan Sheffer wrote: How do you mean laggy? As in choppy? Its possible the animation is ignoring the use of

Re: [hlcoders] laggy item animation

2009-02-23 Thread Yorg Kuijs
Seem to have fixed it, took another peek at dynamic props and found this in it's constructor: if ( g_pGameRules-IsMultiplayer() ) { UseClientSideAnimation(); } added to the Item constructor and voila fixed :) Yorg Kuijs wrote: Yeah choppy may be a better word, the animation

Re: [hlcoders] several questions

2009-02-20 Thread Yorg Kuijs
, and should be predictable anyway. - Rich Jorge Rodriguez wrote: On Mon, Feb 16, 2009 at 12:00 PM, Yorg Kuijs yorg.ku...@home.nl wrote: 1. Does anybody know if it's possible to have a sound be emitted that only the player it was meant for can hear? As far as I know all sounds

Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Yorg Kuijs
I myself have been tinkering with that too, no matter what I did I couldn't seem to change the playbackrate either, I was instead trying to totally freeze a animation though, the reply I got was: Stopping SetCycle() from being called in C_BaseViewModel::Interpolate() should freeze the view

Re: [hlcoders] several questions

2009-02-17 Thread Yorg Kuijs
That kinda works, the animation doesn't play for about 1-2 seconds but afterwards it happily trucks on, any other suggestions? Skillet wrote: Stopping SetCycle() from being called in C_BaseViewModel::Interpolate() should freeze the view model animation.

Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Yorg Kuijs
Yep, possibly engine level? Robert Urda wrote: Nah, it didn't work. My bet is that there's something that we're not seeing within the code that defaults it to the standard playrate in multiplayer. ___ To unsubscribe, edit your list preferences,

Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Yorg Kuijs
Also worth noticing that there's a StopAnimation function which does exactly that of setting playbackrate to 0, kinda funny how even that doesn't work! Yorg Kuijs wrote: Yep, possibly engine level? ___ To unsubscribe, edit your list preferences

[hlcoders] several questions

2009-02-16 Thread Yorg Kuijs
Hey list, got a few questions: 1. Does anybody know if it's possible to have a sound be emitted that only the player it was meant for can hear? As far as I know all sounds are emitted into the world. I might be making a hitbleep system similar to quake, wet, et:qw and dystopia, roughly I

Re: [hlcoders] several questions

2009-02-16 Thread Yorg Kuijs
How do I emit on client? #ifdef client.dll? Jorge Rodriguez wrote: You can emit the sound on the client, or you can call the sound with a single recipient filter instead of a pas filter. ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] temporarily freezing animations

2009-01-30 Thread Yorg Kuijs
SimulatePlayerSimulatedEntities(); #endif } In player.cpp: void CBasePlayer::PostThink() { if ( GetFlags() FL_FROZEN ) return; // rest of code } Any help? Yorg Kuijs wrote: Hey list, recently been trying to freeze weapon animations while a bool is set to true, I'm not really sure

[hlcoders] temporarily freezing animations

2009-01-28 Thread Yorg Kuijs
Hey list, recently been trying to freeze weapon animations while a bool is set to true, I'm not really sure what needs to be done and where though, I believe StudioFrameAdvance should not be called, but animation still continue, there's also the playbackrate but I'm not sure if setting it to

[hlcoders] mod randomly stops drawing viewmodels of weapons.

2009-01-23 Thread Yorg Kuijs
Hey list, weird issue some testers of my mod have been having, I only got this like once a long time ago, I also seen it happen several times in the mod Smashball so I know I'm not the only one who has this bug. at random times it stops drawing the viewmodels for some players, they can still

Re: [hlcoders] player join to spectator only - not spawn

2009-01-23 Thread Yorg Kuijs
Well I have this: void CHL2MP_Player::PickDefaultSpawnTeam( void ) { if ( GetTeamNumber() == 0 ) { if ( HL2MPRules()-IsTeamplay() == false ) { if ( GetModelPtr() == NULL ) { const char *szModelName = NULL; szModelName

Re: [hlcoders] player join to spectator only - not spawn

2009-01-23 Thread Yorg Kuijs
Glad I could help, I found this only due to wanting a teammenu, found the default team function there http://developer.valvesoftware.com/wiki/Creating_a_Team-Menu Sykes wrote: Interesting .. thanks Yorg.. I was wondering if it was no better done somewhere around the

Re: [hlcoders] Changing the weapon world model during play

2009-01-17 Thread Yorg Kuijs
Well, you say it returns the different model names correctly but shouldn't there be a think function of sorts in the actual weapon file so it will actually change it's viewmodel to the modelname returned? I mean just cause it gets the name doesn't mean the model is gonna actually be changed,

Re: [hlcoders] pickup entity respawning at center of map

2009-01-14 Thread Yorg Kuijs
Fixed :) Figured out it was something with the think function for sure after finding out picked up items werent removed at MelonDeath mode(similar to SuddenDeath if ur wondering) Because the think related to removing the item was the same as the one for animations. Also caught myself doing a

Re: [hlcoders] pickup entity respawning at center of map

2009-01-13 Thread Yorg Kuijs
, but I can also make it loop using my think function, which is better in this case? And could something happen if the model is turned invisble when the animation is looped? Yorg Kuijs wrote: Well the think function for falling to the ground(fallthink) should have been working, but copied

Re: [hlcoders] Explosion effects

2009-01-12 Thread Yorg Kuijs
Thanks alot, that was it! (fx_explosion) I there found I previously used fire_cloud2 as the filename, that was the correct effect name and that changed it. So any idea what the index is for then? Ryan Sheffer wrote: You will find all you need in: This is where the client receives a message

[hlcoders] pickup entity respawning at center of map

2009-01-12 Thread Yorg Kuijs
Hey list, sorry about the lot of posts but I have no idea what's wrong. after doing my changes so my pickup worked properly and has animations the entity eventually turned out to be respawning in the center of the map. I tried reverting the changes related to making my item float in the sky

Re: [hlcoders] pickup entity respawning at center of map

2009-01-12 Thread Yorg Kuijs
Well the think function for falling to the ground(fallthink) should have been working, but copied the last bit of it anyway which set some origins and created leveldesignerobject(so the pickup itself I guess?) , after doing that it worked... BUT a new problem arose, spent over half an hour

[hlcoders] Explosion effects

2009-01-11 Thread Yorg Kuijs
Hey list, got animations working for my ammo pickup, now thought I'd try to change the explosions. but dear me how is it done? a long time ago I tried this as well but then simply replaced zerogexplode.vtf with another, it worked then but I can't seem to get it to work now anymore. in the

Re: [hlcoders] animated ammo model pickup

2009-01-10 Thread Yorg Kuijs
well fixed the on the ground thing, so the pickup can now be in the air, however the animation (obviously) still doesn't work, now I tried yesterday copying code and implementing it in CItem(the base for all pickups) but didn't get everything(seriously huge amount of animation related stuff it

Re: [hlcoders] animated ammo model pickup

2009-01-08 Thread Yorg Kuijs
Hey list, so been at this for a while, haven't found a fix yet, but thought of something that may work, then again it may not, will probably try it tommorow, would like to know what you guys think though. The plan is to do the following: remove the model completely for the pickup entity, the

Re: [hlcoders] animated ammo model pickup

2009-01-08 Thread Yorg Kuijs
nope, ammo is all grenade ammo but the actual grenades are seperate entities, those don't drop either. The reason I have a special ammo entity is cause standard grenade ammo(like weapon_frag) have physics and no animations, the pickups I want can't be moved and have spinning/floating

Re: [hlcoders] animated ammo model pickup

2009-01-08 Thread Yorg Kuijs
yeah that problem came to mind as well, anybody know if there's something that can return whether the entity is parented to a prop? if so there should be a way to make it work ... maybe it'll be easier to try to fix it though... will see! thanks for the help also on a side note: anybody know

Re: [hlcoders] animated ammo model pickup

2009-01-07 Thread Yorg Kuijs
Well I'm new to coding so forgive if I'm wrong but I found some information that said a derived class is a class that inherits from a base class? well if so the pickup inhherits from CItem, CItem in turn inherits from 2 classes namely: public CBaseAnimating, public CDefaultPlayerPickupVPhysics

[hlcoders] animated ammo model pickup

2009-01-06 Thread Yorg Kuijs
Hey List, so development of my mod has been going pretty well recently, just now today added a special ammo pickup for a grenade(my mod's all about grenades hehe) took care of a problem with not getting ammo if you didn't get the weapon yet so that works good and all, but the model it uses is

Re: [hlcoders] rounds not ending and scoreboard?

2008-12-26 Thread Yorg Kuijs
Also second question below the quote. Yorg Kuijs wrote: alright here's how it continues after counting players: if ( iRounds 0 ) { if( IsTeamplay() == true ) { if ( combinecountertotal= 1 rebelcountertotal= 1 combinecounter = 1 rebelcounter

Re: [hlcoders] rounds not ending and scoreboard?

2008-12-26 Thread Yorg Kuijs
Problem is debugger tutorial I found was rubbish and only tells you how to set it up, it doesn't tell you how to bludy use it, doesnt say anything about breakpoints, watches, etc so I think you can understand I never bothered to use the debugger, not to mention I need people, does a debug even

Re: [hlcoders] rounds not ending and scoreboard?

2008-12-26 Thread Yorg Kuijs
to use it , so no offense meant to whoever may have written that tutorial though. Yorg Kuijs wrote: Problem is debugger tutorial I found was rubbish and only tells you how to set it up, it doesn't tell you how to bludy use it, doesnt say anything about breakpoints, watches, etc so I think

Re: [hlcoders] specating bug and rounds not ending

2008-12-24 Thread Yorg Kuijs
alright here's how it continues after counting players: if ( iRounds 0 ) { if( IsTeamplay() == true ) { if ( combinecountertotal= 1 rebelcountertotal= 1 combinecounter = 1 rebelcounter = 0 ) { GoToIntermission2();

[hlcoders] specating bug and rounds not ending

2008-12-23 Thread Yorg Kuijs
Hey list, my previous attemts at making a windnade turned out good :D so I'm now going back to fixing some bugs First bug is been in for a while and I've seen other mods that have it too: Now and then spectate is bugged, when you free view into a wall it will constantly fall down into the map

Re: [hlcoders] specating bug and rounds not ending

2008-12-23 Thread Yorg Kuijs
Gonna try the movetype noclip. Any clues on why it leaves a round going in some cases when it shouldnt? both 1 players and 0 players(and less???) is covered so there's no room left for not doing it(unless more then one alive ofc) Maarten De Meyer wrote: I fixed mine with

Re: [hlcoders] VelocityPunch and... what else?

2008-12-20 Thread Yorg Kuijs
have pointed you to that! :) Andrew Message: 6 Date: Fri, 19 Dec 2008 20:28:29 +0100 From: Yorg Kuijs yorg.ku...@home.nl Subject: Re: [hlcoders] VelocityPunch and... what else? To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: 494bf5dd.2060

Re: [hlcoders] VelocityPunch and... what else?

2008-12-19 Thread Yorg Kuijs
A friend helped me out and pointed me too something usefull, namely a entity for explosion that specifically has the code for pushing players, but I haven't got it too work yet, I took the parts I needed but it crashes on launch have been busy all day and need a fresh pair of eyes to look at

[hlcoders] VelocityPunch and... what else?

2008-12-17 Thread Yorg Kuijs
Hey list, planning to start soon on a new grenade, which can do 2 things: 1. push players(not very far) some objects(such as thrown grenades) horizontally 2. vertical push, similar to rocket jump in tf2, but without the hurt and a larger range capable of launching other players up as well.

[hlcoders] Round remaining time

2008-12-16 Thread Yorg Kuijs
Hey list, maybe a stupid question but don't know whats wrong.. My mod uses round based play, so besides a Maptime it has roundtime as well, I copied the maptimeremaining function and so have a roundtimeremaining function, works FINE. But now I have a float(can be an int too) to start

Re: [hlcoders] Round remaining time

2008-12-16 Thread Yorg Kuijs
Heh, well got it working now, thanks! Rodrigo 'r2d2rigo' Diaz wrote: Actually, you'd be surprised how common that error is. I fell on it some time ago, too :) ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Weird round wins[DONE] next problem with sound...

2008-12-12 Thread Yorg Kuijs
Ok guys, I lost track of what you're talking about now? I already solved the problem with the round wins(at least the problem didnt happen through an hour of playtesting) Another problem like I said earlier is with the sounds: On some parts of the current map sound emitted from the player

[hlcoders] Weird round wins

2008-12-11 Thread Yorg Kuijs
Hey list, so after several changes to last man standing and last team standing gamemodes a weird problem started occuring during tests that we didn't encounter before. Basically if there's more then 2 people playing and only 1 still has lives left then the game ends, the problem is when there

Re: [hlcoders] Respawning in floor problem

2008-12-11 Thread Yorg Kuijs
Well I don't know if anything is wrong with that but here's how I do it: RemoveAllItems( true ); State_Transition( STATE_OBSERVER_MODE ); and to stop: StopObserverMode(); State_Transition( STATE_ACTIVE ); this happens when the lives of the player run out, but

Re: [hlcoders] Weird round wins

2008-12-11 Thread Yorg Kuijs
You mean something like this?: if ( pPlayer ToHL2MPPlayer(pPlayer)-GetPlayerLives()= 0 ) playercountertotal++; if( pPlayer ToHL2MPPlayer(pPlayer)-GetPlayerLives()0) playercounter++; Willem Engel wrote: Have you looked at the actual values

Re: [hlcoders] Weird round wins

2008-12-11 Thread Yorg Kuijs
The whole thing is in a for loop: for ( int i = 1; i = gpGlobals-maxClients; i++ ) so for every player it adds 1 to playercounter or playercountertotal. and you mean something like this then?: if ( pPlayer ) playercountertotal++; if( pPlayer

Re: [hlcoders] Weird round wins

2008-12-11 Thread Yorg Kuijs
Think I found the problem and seems fixed now. it wasnt in the tutorial but I added something like this: if ( !pPlayer ) continue; in the for loop. also if statements about the alive players were in the for loop but in the tutorial they werent so I moved those if statements outside the for

Re: [hlcoders] High amount of NPCs on the map

2008-12-07 Thread Yorg Kuijs
I digged into that a while ago cause I was interested in modding Left4Dead, appently everything's pretty much available when the SDK is out EXCEPT the code, but afaik it wasn't an official confirmation but it's the likely course since the code for tf2, portal, css, etc wasnt released

[hlcoders] TimeLimit reset... where?

2008-12-02 Thread Yorg Kuijs
Hey list, my mod will use round based gameplay, and will use the general timelimit for the map and a roundtime so rounds dont last forever. Problem is I'm not really sure where the timelimit is reset when it starts a new round.. well it's more like, round won, maptimer CONTINUES, but when you

Re: [hlcoders] TimeLimit reset... where?

2008-12-02 Thread Yorg Kuijs
to work perfect except it does an extra bleep when throwing, tried doing something to prevent that but didnt work(may be even the cause, maybe it wasnt even needed and thats why it does extra bleep..) anyway all good! sorry for mail:p Yorg Kuijs wrote: Hey list, my mod will use round based

[hlcoders] Grenadesound problem fix?

2008-11-19 Thread Yorg Kuijs
Hey list, about a month ago I started on a fix for this and it was to create the entity of grenades early and then spawn the sound immediatly so the sound would follow the entity and not the player. been unable to do this, because I couldn't find a way to make the invisble entity appear again

Re: [hlcoders] Help with externs

2008-11-16 Thread Yorg Kuijs
Got it working now, in a eh rather weird way, but it works fine at least the check for grenade being thrown or not I basically looked at how IsTeamplay works and basically added WasThrown and SetThrown to hl2mp_gamerules the SetThrown is then set in the weapon file and gets it in the grenade

Re: [hlcoders] Help with externs

2008-11-15 Thread Yorg Kuijs
Sorry I didn't answer for a while, got an reply elsewhere and tried that and have been playing l4d demo. Since I didn't get any further I took a look again at the replies I got from the list and got me thinking. Tom, you say make a bool into grenade_frag, but then there's know to set the bool

[hlcoders] Help with externs

2008-11-11 Thread Yorg Kuijs
Hey list, have been fiddling with trying to get the bool fThrewGrenade from weapon_frag to grenade_frag using extern bool but whatever I try I can't seem to get it to work, can't find anything about externs and searched through the code for examples and it seems it can be done in a ton of ways

Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Yorg Kuijs
All mod's seem to have the problem at the moment except the ones that are downloadable of steam. I assume with that many mods having the problem a fix will come out soon enough. Janek wrote: Hi, Last Steam update sounds to have a bad effect in Servers list browser as now none of servers of

[hlcoders] ParticleSmoke? Combine balls? Lasers/Beams/LaserBeams?

2008-11-06 Thread Yorg Kuijs
Hey list, so lately been fiddling with 3 things mostly with smoke, I found some files for particle smoke entity and particle smoke materials but can't find a useable example for emitting the particle smoke, only can find a test thing but couldn't apply it to my grenade, using ep1 hl2mp just so

[hlcoders] Smoke like in CSS?

2008-11-03 Thread Yorg Kuijs
Hey list, since I wasn't getting any further with the sound issue I decided to leave that alone for a while and continued on to making my next grenade which will be a healing smoke grenade(there will also be a poision gas/smoke grenade) getting the grenade to smoke rather then explode was easy

Re: [hlcoders] Smoke like in CSS?

2008-11-03 Thread Yorg Kuijs
well can't find it in MP so it may be in SP but I found a smokegrenade_particle.vmt and .vtf in source sdk materials, tried using it but seems I cant even change the smoke? I changed it where it's declared/defined whatever and changed it to that smoke.. wasnt different, to make sure I changed

Re: [hlcoders] Passing sound from player to grenade entity?

2008-11-02 Thread Yorg Kuijs
Been thinking about it and, could it be that after the entity is created the new settings (to turn visible and stop following player) are simply not added to the entity.. so basically I can't change the existing entity(at least not after weapon creation) sooo is there anyway I can pass on

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-31 Thread Yorg Kuijs
is only sent once? Any idea how I should have it sent the value again WITHOUT creating a second entity. because if I do the same line again then it would create a second entity... Yorg Kuijs wrote: Hmmm I'm a bit stuck, I tried something out and I think it can work but I don't know if I'm doing

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-31 Thread Yorg Kuijs
nevermind the first, I was to hung up on trying to do it the grenade entity that I forgot I could do it in the weapon file but it still doesn't work though. Tried the following in the functions for throwing, rolling, etc: if ( !fThrewGrenade ) {

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-31 Thread Yorg Kuijs
debugger is this?: http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code if so that doesn't help lol o.0 anyone willing to take a peek at the code? Jorge Rodriguez wrote: Those functions should both work just fine. May I suggest: Use the debugger and figure it out?

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-30 Thread Yorg Kuijs
Hmmm I'm a bit stuck, I tried something out and I think it can work but I don't know if I'm doing it right. In the weapon file there's a bool in the area of the events used to determine if the grenade was thrown, I moved it's declaration on top of the file along with the rest of the variables

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-29 Thread Yorg Kuijs
Hey list, well I think I got the part of checking if it's thrown in the entity now, but I still don't know how to create the entity before hand while still being able to different throws. I tried a rather dumb approach of using a switch that failed horribly, so I was wondering if anyone had

Re: [hlcoders] EmitSound not always emitting sound

2008-10-29 Thread Yorg Kuijs
Well EmitSound is unreliable for me when played from the viewmodel of grenades, another dev who helps test said it's because the map I was testing on uses looping ambient_generic sounds and the problem might go away. But from what I read the first time you mailed I didn't think it applies on

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-28 Thread Yorg Kuijs
Been at it for about a day and I can't really find a way to check for if the grenade is thrown or not and changing between the entity following the player or been thrown away. I can do one or the other, I can also do it by having it create but that's not what I want. The velocity is defined in

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Yorg Kuijs
That's what I meant to do, I'm not to great at explaining things :P Tom Leighton wrote: Could you not create your grenade, spawn it, but not render it and keep it parented to the player until thrown? (Another of Tom's bad ideas...) ___ To

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Yorg Kuijs
So been at it for a while and I have no idea how to parent it to the player, are there any examples of entities parenting to a player like this? Can't find anything about parenting on entities besides doing it for maps, nothing for coding though. ___

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Yorg Kuijs
That can be done through events right? Well will try it sometime soon and find out I guess Jorge Rodriguez wrote: Normally what's used is what's called a bone merge, but something like that isn't really necessary in this case. Probably the easiest way is to have in the grenade's think function

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Yorg Kuijs
ok so how do I make it do that with frames then? Only worked with animation events to do things based on frames. Jorge Rodriguez wrote: Events? Animation events? No, I wouldn't think so. ___ To unsubscribe, edit your list preferences, or view the

[hlcoders] Passing sound from player to grenade entity?

2008-10-26 Thread Yorg Kuijs
Hey list, stumbled on 2 annoying problems, my grenade timer starts from the viewmodel and as such the sounds that go along with it must be started along with it. I've turned the sound into a single .wav, for another grenade goes the same but that one has a countdown sound that can't be simple

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-26 Thread Yorg Kuijs
No, Tom it wouldn't, the entity is created when thrown but the timer starts when the pin is pulled, in the meantime you can still hold a grenade until it blows, if you would release it late then the sound starts when it already explodes. But like you said, starting the sound with the entity is

Re: [hlcoders] grenade code

2008-10-02 Thread Yorg Kuijs
hey List, me again. Got the grenade timer started on event and also have it forcing you to throw at detonate time. Timer continues on in the entity so that works now to. One problem left: Sometimes if I hold a grenade for a short time, then throw it, then press throw button again at exactly the

Re: [hlcoders] grenade code

2008-09-28 Thread Yorg Kuijs
. This is inheritance. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Yorg Kuijs Sent: September-26-08 9:19 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] grenade code alright I think I fixed the previous problems but can't really

Re: [hlcoders] grenade code

2008-09-26 Thread Yorg Kuijs
alright I think I fixed the previous problems but can't really test it yet. Right now in weapon_superfrag it does SetTimer bla bla bla and what is actually that timer is named m_flThrowTime in grenade_superfrag.cpp it uses m_flDetonateTime now what I need to make is m_flDetonateTime =

Re: [hlcoders] grenade code

2008-09-22 Thread Yorg Kuijs
it is defined and none of that even works would be better if I could mail the files to someone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

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