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Hey all,
It's been a long time since I've posted here. I'm getting back into modding and
having some problems getting the SDK to compile in VS 2005.
I came across this page about the problem:
http://
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I think that you need to create the method OnTakeDamage(),
int CMissle::OnTakeDamage( const CTakeDamageInfo &info )
{
if ( info.GetDamageType() & DMG_BULLETS )
{
CTakeDamageInfo dmgInfo = info;
dmgInfo.ScaleDamage( 10.0 );
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I hope it's a simple question, I have a server side entity (as in, the files
aren't on the client solution), a missile. They inherit from
CBaseCombatCharacter, and work as expected except one thing, bullets go
through it without dealing any damage
I guess I don't get a reply then. Oh well.
On Sun, 2006-06-04 at 01:57 -0500, John Sheu wrote:
> On Sat, 2006-06-03 at 18:45 -0500, [EMAIL PROTECTED] wrote:
> > Not sure if that helps clear things up for you, or if I'm on a tangent. :)
>
> That's great and all, and rather informative, but I'm afr
In this particular case, PhysicsStepRunTimestep in physics_main.cpp
Calls
PhysicsAddHalfGravity()
twice to implement gravity.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Friday, June 09, 2006 8:21 AM
> To: hlcoders
Hi everybody.
I know if you make a monster with Movetype_Step, you add gravity to him, but...
what's really the funcion who control the gravity in the base class?. What type
of funcion modify the Velocity from my monster and generates gravity in the Z
direction?
Thanks.
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