[hlcoders] Motion mapper

2005-05-11 Thread Justin Harvey
I'm a bit confused as to why the source and binary of the tool
motionmaper.exe completely do not match whats in the SDK docs at:
http://www.valve-erc.com/srcsdk/models/motion_mapper.html
The -templateFile option is not in the source or exe, nor are any of the
template files mentioned included. :/
I'm very excited to give this tool a go a we have a lot of character models
that don't match the scale & proportions of CSS rigs (which we would like to
use the base anims from).
Justin
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


[hlcoders] Re: Re: 3 round

2005-05-11 Thread bob
What the man is saying is that in real life, if you switch to the burst
mode from automatic or any other selection that it starts counting and
doesn't reset until the next trigger release.

IE- if you depress the trigger, firing one shot, and switch to burst
without releasing you will only be able to fire 2 bullets the next time
you press the trigger down.

Every time there after you will be firing 3. unless you release the
trigger before they all come out.

Thanks Again ---
--- Robert I Chatman III
--- www.swallowbush.com
--- [EMAIL PROTECTED]
--- (408) 569-4436


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Valve or someone who might know

2005-05-11 Thread r00t 3:16
Yea I figured as much, Valve working on a fix for this?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Daniel Jennings" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, May 11, 2005 10:26 PM
Subject: Re: [hlcoders] Valve or someone who might know

This is already being practiced. Players replace the texture information
files with ones for glass, giving them an undetectable wallhack.
- Original Message -
From: "r00t 3:16" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, May 11, 2005 7:08 PM
Subject: [hlcoders] Valve or someone who might know

When you download a map from the server it is just the BSP file correct?
Also what if someone removed their textures they would just see checkers
everywhere. That could be used for cheating really.. The server does not
enforce textures being present on the client, I have tested it in css but
for the mod I am working on it allowed players to join the server and
play
and they didn't have all the textures.
Is there a way to prevent this from happening?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
___
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


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


[hlcoders] CreateMaterial, KeyValues...

2005-05-11 Thread Ignacio Martín
--
[ Picked text/plain from multipart/alternative ]
Hi again. I have already succesfully finished the night vision using
shaders. I have created a dummy vmt material (well, it is not actually
dummy, as it has a variable used by the shader), but I do not want to give
people the chance to cheat with it, so I think that the best choice is to
create the material inside the code, thanks to the IMaterial
*CreateMaterial( const char *pMaterialName, KeyValues *pVMTKeyValues )
function. I would bind it to my shader using void SetShader( const char
*pShaderName ). The question comes now. How does KeyValues work? I mean, if
I have this:

"My_shader"
{

"$var1" "0.5"
"$var2" "1.5"
"$var3" "2"
"$var4" "1.7"
"$var5" "1"
}

How can I create KeyValues to create that material? It may sound silly, but
what is the relationship between "Name" and "firstKey" in the constructors?
(are they parent-child?).
In my example, if I set Name as "My_shader", would be it enough for
CreateMaterial to know which shader to use? Otherwise I would have to call
SetShader.
If I want to get a value, do I have to find "firstKey"? As I can guess, when
I call functions like SetFloat or SetString, new keys are created as
sub-keys, and stored at the end of that sub-key list. Isn´t it like that?
As you see, I´m quite lost with KeyValues, hehe.

Finally, the last question (at last!): does IMaterial *CreateMaterial( const
char *pMaterialName, KeyValues *pVMTKeyValues ) "store" a reference to this
material in materialsystem so that I can use materials->FindMaterial
anywhere in my code?

Thank you for your time

Regards,

Ignacio Martin

FIRE WAR MOD - Spanish HL2 Modification
www.firewar.net 
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Valve or someone who might know

2005-05-11 Thread Daniel Jennings
This is already being practiced. Players replace the texture information
files with ones for glass, giving them an undetectable wallhack.

- Original Message -
From: "r00t 3:16" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, May 11, 2005 7:08 PM
Subject: [hlcoders] Valve or someone who might know


> When you download a map from the server it is just the BSP file correct?
>
> Also what if someone removed their textures they would just see checkers
> everywhere. That could be used for cheating really.. The server does not
> enforce textures being present on the client, I have tested it in css but
> for the mod I am working on it allowed players to join the server and play
> and they didn't have all the textures.
>
> Is there a way to prevent this from happening?
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
>
>
> ___
> 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



Re: [hlcoders] Modifying The Lost Cost

2005-05-11 Thread Michael Kramer
HDR will be added to all source games...Half-Life
2...CS:S...DOD:S...HL2DM..etc.. Doug Lombardi said it on G4TV...

On 5/11/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> I'm just wondering what people needs to do, to be able
> to mod "The Lost Coast" when its out in a few months.
>
> I'm only going on the PCG interview, but what are the
> "4 Levels" that are used in the textures?
>
> Second, will there be a sdk, or will teams just be
> able to add maps?
>
> Will HDR be ported to d0d:s, cs:s, hl2/dm, etc?
>
> I'm just trying to work out what code base to build my
> mod on, and the more infomation i have the better
> informed my choices
>
> Thanks
>
> Adam
>
> http://ammahls.com
>
> __
> Yahoo! Mail Mobile
> Take Yahoo! Mail with you! Check email on your mobile phone.
> http://mobile.yahoo.com/learn/mail
>
> ___
> 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



[hlcoders] Valve or someone who might know

2005-05-11 Thread r00t 3:16
When you download a map from the server it is just the BSP file correct?
Also what if someone removed their textures they would just see checkers
everywhere. That could be used for cheating really.. The server does not
enforce textures being present on the client, I have tested it in css but
for the mod I am working on it allowed players to join the server and play
and they didn't have all the textures.
Is there a way to prevent this from happening?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


[hlcoders] Modifying The Lost Cost

2005-05-11 Thread Adam \"amckern\" Mckern
I'm just wondering what people needs to do, to be able
to mod "The Lost Coast" when its out in a few months.

I'm only going on the PCG interview, but what are the
"4 Levels" that are used in the textures?

Second, will there be a sdk, or will teams just be
able to add maps?

Will HDR be ported to d0d:s, cs:s, hl2/dm, etc?

I'm just trying to work out what code base to build my
mod on, and the more infomation i have the better
informed my choices

Thanks

Adam

http://ammahls.com




__
Yahoo! Mail Mobile
Take Yahoo! Mail with you! Check email on your mobile phone.
http://mobile.yahoo.com/learn/mail

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Linux compiling question

2005-05-11 Thread Patrick Flanagan
I ran

nm server_i486.so > nm_out.txt
and then
grep -n " U " nm_out.txt

and I get this:

1: U acosf@@GLIBC_2.0
2: U acos@@GLIBC_2.0
332: U asin@@GLIBC_2.0
387: U CommandLine
391: U cosf@@GLIBC_2.0
392: U cos@@GLIBC_2.0
440: U __cxa_allocate_exception
441: U __cxa_atexit@@GLIBC_2.1.3
444: U __cxa_begin_catch
445: U __cxa_call_unexpected
446: U __cxa_end_catch
448: U __cxa_free_exception
449: U __cxa_pure_virtual
450: U __cxa_rethrow
451: U __cxa_throw
458: U dcgettext@@GLIBC_2.0
467: U DevMsg
469: U DevWarning
472: U dlclose@@GLIBC_2.0
473: U dlerror@@GLIBC_2.0
474: U dlopen@@GLIBC_2.1
475: U dlsym@@GLIBC_2.0
489: U __dynamic_cast
617: U Error
622: U expf@@GLIBC_2.0
664: U free@@GLIBC_2.0
871: U g_ClockSpeedMillisecondsMultiplier
872: U g_ClockSpeedSecondsMultiplier
1049: U GetCPUInformation
1050: U getcwd@@GLIBC_2.0
1051: U getenv@@GLIBC_2.0
1715: U g_pMemAlloc
1838: U g_pVCR
1958: U g_VProfCurrentProfile
1963: U __gxx_personality_v0
2031: U isalnum@@GLIBC_2.0
2032: U isspace@@GLIBC_2.0
2073: U KeyValuesSystem
2089: U log10@@GLIBC_2.0
2090: U logf@@GLIBC_2.0
2091: U log@@GLIBC_2.0
2111: U malloc@@GLIBC_2.0
2120: U MemAllocScratch
2121: U memchr@@GLIBC_2.0
2122: U memcpy@@GLIBC_2.0
2123: U MemFreeScratch
2124: U memmove@@GLIBC_2.0
2125: U memset@@GLIBC_2.0
2152: U Msg
2403: U Plat_FloatTime
2445: U pow@@GLIBC_2.0
2475: U printf@@GLIBC_2.0
2511: U Q_atof
2512: U Q_atoi
2513: U Q_binarytohex
2514: U Q_FileBase
2515: U Q_FixSlashes
2516: U Q_IsAbsolutePath
2517: U Q_pretifymem
2518: U Q_SetExtension
2519: U Q_snprintf
2520: U qsort@@GLIBC_2.0
2521: U Q_strcasecmp
2522: U Q_strcat
2523: U Q_StripFilename
2524: U Q_stristr
2525: U Q_strncasecmp
2526: U Q_strncat
2527: U Q_strncmp
2528: U Q_strncpy
2529: U Q_strnicmp
2530: U Q_vsnprintf
2536: U RandomFloat
2537: U RandomInt


(it goes on a while longer).

So does this mean that these symbols are not resolvable in this .so ?
What would cause that problem?


On 5/11/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> Linux .so files only resolve linker dependencies at runtime, you may
> have undefined symbols (i.e missing functions) from your server code.
> Use the "nm" tool to find out what is missing ( the "U" symbols in the
> binary).
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Patrick
> Flanagan Sent: Wednesday, May 11, 2005 1:58 PM To:
> hlcoders@list.valvesoftware.com Subject: [hlcoders] Linux compiling
> question
>
> > After a long battle, I've finally gotten my mod to compile on Linux
> > and it generates the server_i486.so file.
> >
> > However, when I try to run the linux server, it doesn't seem to be
> > recognized and it loads the deathmatch .so instead. For a test, I
> > replaced the server_i486.so in hl2mp/bin with my mod's server_i486.so
> > and I got this error:
> >
> > ./srcds_run -console -game hl2ctf +map ctf_defrost +maxplayers 16
> > Auto detecting CPU Using AMD Optimised binary.
> > Auto-restarting the server on crash
> >
> > Console initialized.
> > Failed to load server_i486.so
> > Failed to load server binary
> > maxplayers set to 0
> > Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005
> > CL Failed to load server_i486.so Failed to load server binary Can't
> > start game, no valid server.dll loaded
> >
> >
> > I've put my mod's compiled server_i486.so file in the /mymod/bin
> > directory and as a test also replaced the DM .so with it. My question
> > is, why would the file not be able to load? It compiled fine and I
> > didn't see any errors linking it, and I don't think the server is
> > configured wrong because if I use the hl2mp server_i486.so at that
> > same location then it works.
> >
> > What could be wrong with my mod's server_i486.so that causes it not
> > to be loaded?
> >
> > Thanks,
> >
> > Patrick
> >
> > ___
> > 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
>
>

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/m

Re: [hlcoders] Re: 3 round burst

2005-05-11 Thread r00t 3:16
Nowhere did I state I tried to know it all.
I was showing YOU what I found. But then the insults have to come which show
how mature you really are.
I posted .mil sites as you suggested and they said the same thing. It fires
3 rounds automatically.
Nowhere did I say I was right nore did I say any of you were wrong.
I am going from what I have read and from my own personal experience.
I guess you are the one who is trying to prove me wrong. Ok I am wrong, you
are right, happy?
Does that make you feel better?
Freaking kills me about some of the people on this list who have to be
jackasses. Just because someone disagrees with them.
Right or wrong.
I do not think ANY of my posts on this list suggest I am some super
knowledgable person.
As you pointed out no I did not really try to stop the burst from happening.
But I do not remember having to hold the trigger either to fire 3 bursts.
As I also said it was quite awhile back.
Thanks omega for pointing this all out. I was not aware that burst's
actually could be interrupted like that, and that you had to
actually hold the trigger to fire the 3 rounds.
I appologize.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Michael A. Hobson" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, May 11, 2005 1:11 AM
Subject: Re: [hlcoders] Re: 3 round burst

root 3:16,
Just for once, maybe you could stop pretending to be the all-knowing
infallible font of knowledge you seem to think you are as demonstrated
by at least half your posts to this list ?
At 08:55 PM 5/10/2005, you wrote:
>3 sites I went to .org's .mils have the same thing it fires 3 rounds
automatically in burst mode.
http://www.au.af.mil/au/awc/systems/dvic534.htm
Link above is not to an actual training manual, wherein one might
learn all the subtle nuances of the weapon.
Are you suggesting that some random web pages are superior in
authority to an actual scanned *US MARINE CLASS TRAINING
MANUAL* ???
At any rate, I have shot the M16A2, when you pull and release it fires 3
rounds. Regardless if you pull and hold the trigger or just pull and
release
the trigger.
Did you actually try to make it cut the bursts short ?
Why do I find that hard to believe?
I shall now quote from page 4 (top paragraph) of the M16A2 MILSPEC
document for the M16A2 Assault Rifle:  "MIL-R-63997B(AR) MILITARY
SPECIFICATION  Rifle, 5.56mm: M16A2", which is
available from Armalite (the "AR" in AR-15) at the following URL:
http://www.ar15.com/content/manuals/m16a2milspec.pdf
quote:
"...  When the selector is placed in the "BURST"
"position, it shall permit the automatic sear to engage the
hammer,
"so that the rifle is capable of burst firing.  (One, two, or
three
"continuous shots the first time the trigger is pulled and held
"back. Three continuous shots on the second and each successive
"time the trigger is pulled and held back. One, two or three shots
"if the trigger is released before completion of the three shot
"cycle or all cartridges are expended before completion of the
"three shot cycle.)"
This is from the DoD manufacturing specification for the M16A2
dated 12 December 1986.  Do you think you know more about this weapon
than both the USMC and the DoD?
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)
___
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


RE: [hlcoders] Linux compiling question

2005-05-11 Thread Alfred Reynolds
Linux .so files only resolve linker dependencies at runtime, you may
have undefined symbols (i.e missing functions) from your server code.
Use the "nm" tool to find out what is missing ( the "U" symbols in the
binary).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan Sent: Wednesday, May 11, 2005 1:58 PM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] Linux compiling
question

> After a long battle, I've finally gotten my mod to compile on Linux
> and it generates the server_i486.so file.
>
> However, when I try to run the linux server, it doesn't seem to be
> recognized and it loads the deathmatch .so instead. For a test, I
> replaced the server_i486.so in hl2mp/bin with my mod's server_i486.so
> and I got this error:
>
> ./srcds_run -console -game hl2ctf +map ctf_defrost +maxplayers 16
> Auto detecting CPU Using AMD Optimised binary.
> Auto-restarting the server on crash
>
> Console initialized.
> Failed to load server_i486.so
> Failed to load server binary
> maxplayers set to 0
> Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005
> CL Failed to load server_i486.so Failed to load server binary Can't
> start game, no valid server.dll loaded
>
>
> I've put my mod's compiled server_i486.so file in the /mymod/bin
> directory and as a test also replaced the DM .so with it. My question
> is, why would the file not be able to load? It compiled fine and I
> didn't see any errors linking it, and I don't think the server is
> configured wrong because if I use the hl2mp server_i486.so at that
> same location then it works.
>
> What could be wrong with my mod's server_i486.so that causes it not
> to be loaded?
>
> Thanks,
>
> Patrick
>
> ___
> 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



[hlcoders] Linux compiling question

2005-05-11 Thread Patrick Flanagan
After a long battle, I've finally gotten my mod to compile on Linux
and it generates the server_i486.so file.

However, when I try to run the linux server, it doesn't seem to be
recognized and it loads the deathmatch .so instead. For a test, I
replaced the server_i486.so in hl2mp/bin with my mod's server_i486.so
and I got this error:

./srcds_run -console -game hl2ctf +map ctf_defrost +maxplayers 16
Auto detecting CPU
Using AMD Optimised binary.
Auto-restarting the server on crash

Console initialized.
Failed to load server_i486.so
Failed to load server binary
maxplayers set to 0
Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
Failed to load server_i486.so
Failed to load server binary
Can't start game, no valid server.dll loaded


I've put my mod's compiled server_i486.so file in the /mymod/bin
directory and as a test also replaced the DM .so with it. My question
is, why would the file not be able to load? It compiled fine and I
didn't see any errors linking it, and I don't think the server is
configured wrong because if I use the hl2mp server_i486.so at that
same location then it works.

What could be wrong with my mod's server_i486.so that causes it not to
be loaded?

Thanks,

Patrick

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Returned mail: Data format error

2005-05-11 Thread Adam \"amckern\" Mckern
at least he has the sense to put dat format error in
the topic

http://ammahls.com





__
Do you Yahoo!?
Yahoo! Mail - You care about security. So do we.
http://promotions.yahoo.com/new_mail

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Returned mail: Data format error

2005-05-11 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Oh noes!

On 5/11/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
>
> [EMAIL PROTECTED] wrote:
> > This is a multi-part message in MIME format.
> > --
> >
> >
> > --
> > [ .zip of type application/octet-stream deleted ]
> > --
>
> The fake "alfred" is back, posting viruses again! :)
>
> --
> Jeffrey "botman" Broome
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
- Ben Davison
- http://www.shadow-phoenix.com
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Returned mail: Data format error

2005-05-11 Thread Jeffrey \"botman\" Broome
[EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
--
--
[ .zip of type application/octet-stream deleted ]
--
The fake "alfred" is back, posting viruses again!  :)
--
Jeffrey "botman" Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


[hlcoders] Returned mail: Data format error

2005-05-11 Thread alfred
This is a multi-part message in MIME format.
--


--
[ .zip of type application/octet-stream deleted ]
--



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Re: 3 round burst

2005-05-11 Thread Tony \"omega\" Sergi
Yeah, unlike the mp5's counting wheel, the m4 isn't "no-memory", it
remembers where you were when you interrupt. It still doesn't "automatically
fire 3 shots when you press and let go" like root seems to think it does
(which is what both Michael and I had said, AND as the specs for *both* guns
do).

When I posted last night I didn't have access to the m4 manual, but I own an
mp5 one, so it's a little different there, it's nice to know that the m4
does have burst memory though, as I did not know that.


Root: What I said about how they work *is* how they all work, the only
difference is if the gun has "memory" or not. When you let go of the trigger
it STOPS firing. You can do semi-automatic in burst mode if you're quick
enough. And in video games 9 out of 10 people are quick enough to do it,
without cheats :P (then again, I've yet to see an FPS that uses an accurate
fire rate as it would be insane, especially while trace based, or even
physically simulated)

Anyway, to go back to my original post on the subject.

Burst memory guns:
During idle: if (m_nShotsFired > 2) m_nShotsFired = 0;
Burst no-memory guns:
During idle: m_nShotsFired = 0;

During fire:
If (m_nShotsFired > 2)
Return; //don't fire anymore, already gone through 3 bullets.

amazing, utterly amazing.

And there is already code for m_nShotsFired = 0; as well as m_nShotsFired++;
!!

Woe is me.
-omega


--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.308 / Virus Database: 266.11.8 - Release Date: 10/05/2005



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Re: 3 round burst

2005-05-11 Thread McCormack, Chris
hehe this thread is insane, I think some of the contributors may possibly be on 
FBI watch lists :P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Michael A.
Hobson
Sent: 11 May 2005 06:11
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: 3 round burst


root 3:16,

Just for once, maybe you could stop pretending to be the all-knowing
infallible font of knowledge you seem to think you are as demonstrated
by at least half your posts to this list ?

At 08:55 PM 5/10/2005, you wrote:

 >3 sites I went to .org's .mils have the same thing it fires 3 rounds
>automatically in burst mode.
>
>http://www.au.af.mil/au/awc/systems/dvic534.htm

Link above is not to an actual training manual, wherein one might
learn all the subtle nuances of the weapon.

Are you suggesting that some random web pages are superior in
authority to an actual scanned *US MARINE CLASS TRAINING
MANUAL* ???

>At any rate, I have shot the M16A2, when you pull and release it fires 3
>rounds. Regardless if you pull and hold the trigger or just pull and release
>the trigger.

Did you actually try to make it cut the bursts short ?

Why do I find that hard to believe?

I shall now quote from page 4 (top paragraph) of the M16A2 MILSPEC
document for the M16A2 Assault Rifle:  "MIL-R-63997B(AR) MILITARY
SPECIFICATION  Rifle, 5.56mm: M16A2", which is
available from Armalite (the "AR" in AR-15) at the following URL:

 http://www.ar15.com/content/manuals/m16a2milspec.pdf

quote:
 "...  When the selector is placed in the "BURST"
 "position, it shall permit the automatic sear to engage the hammer,
 "so that the rifle is capable of burst firing.  (One, two, or three
 "continuous shots the first time the trigger is pulled and held
 "back. Three continuous shots on the second and each successive
 "time the trigger is pulled and held back. One, two or three shots
 "if the trigger is released before completion of the three shot
 "cycle or all cartridges are expended before completion of the
 "three shot cycle.)"

This is from the DoD manufacturing specification for the M16A2
dated 12 December 1986.  Do you think you know more about this weapon
than both the USMC and the DoD?


Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



*
This e-mail and its attachments are confidential and are intended for the above 
named recipient only. If this has come to you in error, please notify the 
sender immediately and delete this e-mail from your system. You must take no 
action based on this, nor must you copy or disclose it or any part of its 
contents to any person or organisation. Statements and opinions contained in 
this email may not necessarily represent those of Littlewoods Group Limited or 
it's subsidiaries. Please note that e-mail communications may be monitored. The 
Registered Office of Littlewoods Group Limited and it's subsidiaries is 100 Old 
Hall Street, Liverpool, L70 1AB. Registered number of Littlewoods Group Limited 
is 5059352.
*




This message has been scanned for viruses by BlackSpider MailControl - 
www.blackspider.com

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders