* Particle systems can now be defined with a per-map manifest, similar to soundscapes. Inside the particles folder you simply create particles_mapname.txt and declare your particle system files just like the regular manifest. Prefix with ! to cache automatically. Ex: "file" "!particles/mymap_effects.pcf"
I wonder if it'll be possible to send down particles from the server via plug-in and have the client properly load them... Also, >From teamplayroundbased_gamerules.h virtual bool GetInfo_Custom(int valueType, pluginvariant &outValue, pluginvariant options); What is "pluginvariant" I'm assuming it's just variant_t in disguise? There is no definition for it in the SDK. - voogru. -----Original Message----- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi Sent: Monday, March 16, 2009 8:51 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D) Missing, sorry ;) Vmtcheck/vmt_tweak shouldn't have been mentioned either. My bad. -Tony -----Original Message----- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Keith Sent: March-16-09 8:38 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D) I see no normal2ssbump, where is it? _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders