RE: [hlcoders] Interface method request: engine->ServerInsertCommand()
I can suggest it to the team but as its such a base interface we hadn't planned on altering it any time soon. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper Sent: Monday, April 11, 2005 8:37 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Interface method request: engine->ServerInsertCommand() Thanks, Alfred, for responding. No-- I'm looking for something different. IVEngineServer::ServerCommand() places the command at the _end_ of of the command buffer. I need the same function that the 'exec' command would use to place a command at the _beginning_ of the command buffer. Without an InsertAtFront or something similar, in-line variable expansion is not possible (without lots of command ordering issues). Thanks a lot for considering my request-- it's quite important to the community using the EventScripts plugin, and will likely come in handy for mods down the road. Thanks again, -Mattie - Original Message - From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: Sent: Monday, April 11, 2005 5:58 PM Subject: RE: [hlcoders] Interface method request: engine->ServerInsertCommand() > Are you looking for IVEngineServer::ServerCommand() which will run a > command on the server? > > - Alfred > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Mattie > Casper > Sent: Sunday, April 10, 2005 7:59 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Interface method request: > engine->ServerInsertCommand() > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] Valve reps, > > Is there any way you can extend the IVEngineServer interface to > provide > ServerInsertCommand() (or some other relevant name)? It would work a > lot like the old Quake engine's command buffer function > (Cbuf_InsertText) that allows a console command to be inserted at the front of the buffer. > I assume a similar function exists in the HL2 engine, because, as far > as I know, "exec" would need something like that to work correctly. > > If you could expose this function, it would allow my server plugin to > cleanly support in-line variable expansion for my concommands. > > Thanks so much for your help, > -Mattie > -- > > > ___ > 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Interface method request: engine->ServerInsertCommand()
Thanks, Alfred, for responding. No-- I'm looking for something different. IVEngineServer::ServerCommand() places the command at the _end_ of of the command buffer. I need the same function that the 'exec' command would use to place a command at the _beginning_ of the command buffer. Without an InsertAtFront or something similar, in-line variable expansion is not possible (without lots of command ordering issues). Thanks a lot for considering my request-- it's quite important to the community using the EventScripts plugin, and will likely come in handy for mods down the road. Thanks again, -Mattie - Original Message - From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: Sent: Monday, April 11, 2005 5:58 PM Subject: RE: [hlcoders] Interface method request: engine->ServerInsertCommand() Are you looking for IVEngineServer::ServerCommand() which will run a command on the server? - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper Sent: Sunday, April 10, 2005 7:59 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Interface method request: engine->ServerInsertCommand() This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Valve reps, Is there any way you can extend the IVEngineServer interface to provide ServerInsertCommand() (or some other relevant name)? It would work a lot like the old Quake engine's command buffer function (Cbuf_InsertText) that allows a console command to be inserted at the front of the buffer. I assume a similar function exists in the HL2 engine, because, as far as I know, "exec" would need something like that to work correctly. If you could expose this function, it would allow my server plugin to cleanly support in-line variable expansion for my concommands. Thanks so much for your help, -Mattie -- ___ 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
Re: [hlcoders] Getting an effect to punch through a wall.
Ok, I am actually creating the Gauss Gunand I have everything working except when the beam shoots through wallsthis is what I have I have it so that if penetrated = true then it will draw the beam using this function DrawBeam( startposition,endposition,width, whether or not I use the Muzzle ) So basically I have it DrawBeam( startPos, tr.endpos, 9.6, true ); For normal but I want to so that it then creats another beam at the end so it would be like DrawBeam( tr.endpos, beyond!!, 9.6, false ); But it doesn't work I do not know how to tell it to go past tr.endpos.By using Broome's method, it creats two beams both coming from the muzzle even with muzzle set to false. The draw beam code is here: void CWeaponGaussGun::DrawBeam( const Vector &startPos, const Vector &endPos, float width, bool useMuzzle ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; //Check to store off our view model index if ( m_hViewModel == NULL ) { CBaseViewModel *vm = pOwner->GetViewModel(); if ( vm ) { m_hViewModel.Set( vm ); } } //Draw the main beam shaft CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, width ); if ( useMuzzle ) { pBeam->PointEntInit( endPos, m_hViewModel ); pBeam->SetEndAttachment( 1 ); pBeam->SetWidth( width / 4.0f ); pBeam->SetEndWidth( width ); } else { pBeam->SetStartPos( startPos ); pBeam->SetEndPos( endPos ); pBeam->SetWidth( width ); pBeam->SetEndWidth( width / 4.0f ); } pBeam->SetBrightness( 255 ); pBeam->SetColor( 255, 145+random->RandomInt( -16, 16 ), 0 ); pBeam->RelinkBeam(); pBeam->LiveForTime( 0.1f ); //Draw electric bolts along shaft for ( int i = 0; i < 3; i++ ) { pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, (width/2.0f) + i ); if ( useMuzzle ) { pBeam->PointEntInit( endPos, m_hViewModel ); pBeam->SetEndAttachment( 1 ); } else { pBeam->SetStartPos( startPos ); pBeam->SetEndPos( endPos ); } pBeam->SetBrightness( random->RandomInt( 64, 255 ) ); pBeam->SetColor( 255, 255, 150+random->RandomInt( 0, 64 ) ); pBeam->RelinkBeam(); pBeam->LiveForTime( 0.1f ); pBeam->SetNoise( 1.6f * i ); pBeam->SetEndWidth( 0.1f ); } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting an effect to punch through a wall.
-- [ Picked text/plain from multipart/alternative ] Normalising the vector gives you a unit vector (length of 1 unit), that only expresses direction. Botmans solution is to extend your beam further than your original (and presumably beam again, using beam_end as the end of the beam). How are you creating this beam? On Apr 12, 2005 9:36 AM, Michael Kramer <[EMAIL PROTECTED]> wrote: > > Now instead of continuing the beam, it creats two beams, and one just > shoots off in random directions > > ___ > 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] Getting an effect to punch through a wall.
Michael Kramer wrote: Now instead of continuing the beam, it creats two beams, and one just shoots off in random directions HA! That'll teach you to listen to me! :) Just kidding. I have no idea why you're getting 2 beams (unless you're creating it twice somehow). Make a simple test map with a couple of walls in it. Create a beam that goes from (0,0,0) to some fixed point in the world. Substitute those 2 coordinates (0,0,0 and fixed point) in your calculations and see if the beam gets drawn to the proper places. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting an effect to punch through a wall.
Now instead of continuing the beam, it creats two beams, and one just shoots off in random directions ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting an effect to punch through a wall.
Michael Kramer wrote: Can you explain how to do that? I do not know how to normalize a vector. Divide each of the components of the vector by the length of the vector (assuming the length is NOT zero :)), or just use... VectorNormalize(vec); ...so it would look something like this... Vector v_beam = tr.endpos - start_position; VectorNormalize(v_beam); v_beam = v_beam * 100; // scale the vector up by large amount Vector beam_end = start_position + v_beam; -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting an effect to punch through a wall.
Can you explain how to do that? I do not know how to normalize a vector. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting an effect to punch through a wall.
Michael Kramer wrote: Ok, here is my problem, I have a beam that I want to be able to shoot through a wall, and it doesn't work. There is no collisions or anything. I am wondering how to get it to continue on after it gets to tr.endposanyone know? Are you using tr.endpos as the end position of your beam? Why not just normalize the vector between tr.endpos and start, then scale that vector up by a BIG number, then add that to the start position to get the end position of the beam? -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Getting an effect to punch through a wall.
Ok, here is my problem, I have a beam that I want to be able to shoot through a wall, and it doesn't work. There is no collisions or anything. I am wondering how to get it to continue on after it gets to tr.endposanyone know? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Interface method request: engine->ServerInsertCommand()
Are you looking for IVEngineServer::ServerCommand() which will run a command on the server? - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper Sent: Sunday, April 10, 2005 7:59 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Interface method request: engine->ServerInsertCommand() This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Valve reps, Is there any way you can extend the IVEngineServer interface to provide ServerInsertCommand() (or some other relevant name)? It would work a lot like the old Quake engine's command buffer function (Cbuf_InsertText) that allows a console command to be inserted at the front of the buffer. I assume a similar function exists in the HL2 engine, because, as far as I know, "exec" would need something like that to work correctly. If you could expose this function, it would allow my server plugin to cleanly support in-line variable expansion for my concommands. Thanks so much for your help, -Mattie -- ___ 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] Miscellaneous VGUI Questions
The other way to do this is to do something with: void Panel::PaintTraverse(bool repaint, bool allowForce) Where you can see the order that the Push/Pop occurs, what the parameters are and how the PaintBackground/Paint methods get called by default. You could invert the ordering for one panel if you override this function for your class of panel. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Monday, April 11, 2005 9:59 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Miscellaneous VGUI Questions > A call to MakePopup(bool showTaskbarIcon,bool disabled) in the child's > constructor will make its position independent of the parent. This > would probably be a much easier solution, if that's all you need to > do. Heh. Not quite. The following code paints the child before the baseclass, but the painting occurs in the parent's coordinate space: CClass::Paint() { ChildObject->Paint(); BaseClass::Paint(); } Thus the need for the push/pop: CClass::Paint() { PushMakeCurrent(foo); ChildObject->Paint(); PopMakeCurrent(bar); BaseClass::Paint(); } where 'foo' and 'bar' are associated with the child. The question is, what are the args supposed to mean? (I can make a guess, at least, for PushMakeCurrent()) mail2web - Check your email from the web at http://mail2web.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] Miscellaneous VGUI Questions
I would do the other thing I mentioned (having another "parent" panel z sorted behind your other one, then the positions are the same if it's the same size as it's sibling. All Push does is store off a relative x, y offset and turn on clipping and start batching text rendering calls. Pop does the inverse as well as sending the text off to the renderer Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Monday, April 11, 2005 6:04 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Miscellaneous VGUI Questions > The Push/Pop is used by the Paint/PaintTraverse methods to deal with > the panels GetPos(x,y) offsets relative to the parent and do clipping > of children inside the parent rectangle. I wouldn't mess with these calls. Bingo. That's the reason why I want to mess with these calls :) Since evidently I can't make VGUI2 draw children before parents, to do it manually I could just call the child's Paint() method before I do the drawing for the parent itself. Unfortunately, though, as of right now the child seems to want to use the GetPos() offsets relative to the parent, and not itself, in its own Paint() code. Thus, the Push()/Pop() will be useful. So, mind enlightening me on its usage? mail2web - Check your email from the web at http://mail2web.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] Weapons with 0 ammo magically have a full clip?
hehe r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Ben Davison" <[EMAIL PROTECTED]> To: Sent: Monday, April 11, 2005 10:43 AM Subject: Re: [hlcoders] Weapons with 0 ammo magically have a full clip? Heres another thing, throw all your grenades away apart from 1. Then kill yourself with that grenade, you will drop a spare grenade. On Apr 11, 2005 6:12 AM, r00t 3:16 <[EMAIL PROTECTED]> wrote: This is with the HL2MP SDK ALL Weapons If a weapon has extra ammo, but you fire all the rounds in the clip, then switch to another weapon fire the weapon then switch back to the weapon that needed to be reloaded it will have a full clip again, when you switch back. I thought this was kind of odd. It should force the player to reload. This happen to the weapon the in HL2MP Sdk. Not sure why this happens at the momement. 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 -- - 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Don't understand how to get models into the game
What are the steps you've taken so far and where, specifically, is the problem happening? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of "BigFoot" Sent: Sunday, April 10, 2005 3:54 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Don't understand how to get models into the game I've got some problems, and I think it's in the coding, I can't seem to replace the pistol model for my mod. It's getting on my nerves, and I can't find any good tutorials out there, any help is appreciated. ___ 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] Weapons with 0 ammo magically have a full clip?
I've noticed this as well. I haven't tryed it yet but I think it maybe default_clip from the script files. I think that when you drop a weapon reguardless if it has ammo or not the clip will be given default_clip amount of ammo. I believe this is for single player to make sure that you get ammo. Just set default_clip to -1 and this should fix it. From: Ben Davison <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Weapons with 0 ammo magically have a full clip? Date: Mon, 11 Apr 2005 15:43:21 +0100 Heres another thing, throw all your grenades away apart from 1. Then kill yourself with that grenade, you will drop a spare grenade. On Apr 11, 2005 6:12 AM, r00t 3:16 <[EMAIL PROTECTED]> wrote: > This is with the HL2MP SDK ALL Weapons > > If a weapon has extra ammo, but you fire all the rounds in the clip, then > switch to another weapon fire the weapon then switch back to the weapon that > needed to be reloaded it will have a full clip again, when you switch back. > I thought this was kind of odd. It should force the player to reload. This > happen to the weapon the in HL2MP Sdk. Not sure why this happens at the > momement. > > 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 > > -- - 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Miscellaneous VGUI Questions
> A call to MakePopup(bool showTaskbarIcon,bool disabled) in the child's > constructor will make its position independent of the parent. This > would probably be a much easier solution, if that's all you need to > do. Heh. Not quite. The following code paints the child before the baseclass, but the painting occurs in the parent's coordinate space: CClass::Paint() { ChildObject->Paint(); BaseClass::Paint(); } Thus the need for the push/pop: CClass::Paint() { PushMakeCurrent(foo); ChildObject->Paint(); PopMakeCurrent(bar); BaseClass::Paint(); } where 'foo' and 'bar' are associated with the child. The question is, what are the args supposed to mean? (I can make a guess, at least, for PushMakeCurrent()) mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Miscellaneous VGUI Questions
> > The Push/Pop is used by the Paint/PaintTraverse methods to deal with the > > panels GetPos(x,y) offsets relative to the parent and do clipping of > > children inside the parent rectangle. I wouldn't mess with these calls. > > Bingo. That's the reason why I want to mess with these calls :) > > Since evidently I can't make VGUI2 draw children before parents, to do it > manually I could just call the child's Paint() method before I do the > drawing for the parent itself. Unfortunately, though, as of right now the > child seems to want to use the GetPos() offsets relative to the parent, and > not itself, in its own Paint() code. Thus, the Push()/Pop() will be > useful. > > So, mind enlightening me on its usage? A call to MakePopup(bool showTaskbarIcon,bool disabled) in the child's constructor will make its position independent of the parent. This would probably be a much easier solution, if that's all you need to do. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons with 0 ammo magically have a full clip?
Heres another thing, throw all your grenades away apart from 1. Then kill yourself with that grenade, you will drop a spare grenade. On Apr 11, 2005 6:12 AM, r00t 3:16 <[EMAIL PROTECTED]> wrote: > This is with the HL2MP SDK ALL Weapons > > If a weapon has extra ammo, but you fire all the rounds in the clip, then > switch to another weapon fire the weapon then switch back to the weapon that > needed to be reloaded it will have a full clip again, when you switch back. > I thought this was kind of odd. It should force the player to reload. This > happen to the weapon the in HL2MP Sdk. Not sure why this happens at the > momement. > > 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 > > -- - 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] CL_Alloc
I have a idea. Actually you spawn units. 1 rocket, 1 waypoint, etc.. Thats cool because its simple, a entity its a object (1:1) But Its poor because everything its disconected and dont interact. My idea its to spawn "groups" of something (superentitys) Then you can spawn "explosions", and any explosion will have 10 crap decals that will bounce doing damage/breaking stuff. The good about that its.. you alloc 10 entitys, and freemalloc 10 entitys. Its safer. AND you can store on the "superentity" information that can be shared trough the other entitys. Yet more good about that its that the world on a FPS really work this way, with N elements that cooperate. Say.. on a explosion you have a bunch of particles. I think its a non-sense to have a explosion withouth particles, or particles withouth explosions. You can really have explosions, so you dont really need to manage particles indidually. Once you change your brain chip, the world can be different. AI can be coded has nets of cooperative entitys (controllers) for a single visible entity. Weapons can have parts that can interact to generate custom sounds//custom actions. Etc. Well... Its a raw idea, need work to become something usefull, of course. Thanks. Adam "amckern" Mckern wrote: sounds like you have to much in precache, put in an empty map (exmpty box with player spawn, and light), or take a look at your added precache code --- Ben Everett <[EMAIL PROTECTED]> wrote: > Since merging with the latest SDK update, whenever a player spawns there is a chance that the server crashes w/ a 'CL_Alloc: No free edicts' error. Anyone got any idea of how to fix this, isolate the problem, etc? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Miscellaneous VGUI Questions
> The Push/Pop is used by the Paint/PaintTraverse methods to deal with the > panels GetPos(x,y) offsets relative to the parent and do clipping of > children inside the parent rectangle. I wouldn't mess with these calls. Bingo. That's the reason why I want to mess with these calls :) Since evidently I can't make VGUI2 draw children before parents, to do it manually I could just call the child's Paint() method before I do the drawing for the parent itself. Unfortunately, though, as of right now the child seems to want to use the GetPos() offsets relative to the parent, and not itself, in its own Paint() code. Thus, the Push()/Pop() will be useful. So, mind enlightening me on its usage? mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Don't understand how to get models into the game
-- [ Picked text/plain from multipart/alternative ] How could that be coding related? On Apr 11, 2005 8:53 AM, BigFoot <[EMAIL PROTECTED]> wrote: > > I've got some problems, and I think it's in the coding, I can't seem > to replace the pistol model for my mod. It's getting on my nerves, and > I can't find any good tutorials out there, any help is appreciated. > > ___ > 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