Re: [hlcoders] Problems with 4 teams

2005-08-17 Thread Nick
yep! thx though

On 8/15/05, Patrick Flanagan [EMAIL PROTECTED] wrote:
 You probably already figured this out, but its because of the path to
 your model. If you look in the function that changes your model (if
 you're using the dm code), it checks to see if it contains 'human' or
 'combine' and if not then it assumes its an invalid model.

 On 8/11/05, Nick [EMAIL PROTECTED] wrote:
  I'm trying to create a 4 team mod. There is a problem, that whenever I
  try to join team 5 (TEAM_GREEN) by changing my cl_playermodel to
  models/player/green/gman_high.mdl, it changes first to green, then
  goes back to combine and spawns me with combine soldier model.  If i
  try this exact same thing on TEAM_YELLOW (4)then it switches me to
  yellow team no problems.  I even tried switching the numbers of team
  yellow to 5 and team green to 4 and still team 5 always breaks. any
  ideas?
 
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[hlcoders] vgui and 16:9/10 problem

2005-08-17 Thread hp

Hello

I have problem with non 4:3 screen size.
I have made team menu (followed tutorial on
http://www.sourcewiki.org/wiki/index.php/Creating_a_Team-Menu   )

Added it as data to be send when opening motd panel on start of the
game so it opens when motd is closed.

But when it is opening in screen size other than 4:3 it is detecting
wrong screen size:
http://img360.imageshack.us/my.php?image=guiproblem6fk.jpg

But if i use 4:3 screen size it is working fine and covering whole
screen. Also if i change screen size in game it is starting to work in
16:10 and 16:9, but when you turn off and turn on game again its
broken again.

Anyone had such problems? is it vgui error or i messed up something?



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[hlcoders] Resetting model entity for CTF

2005-08-17 Thread Chris Adams

Hi,

I'm currently trying to work in CTF as a gametype for the MOD I'm working
on, but I'm having a bit of trouble on resetting the model entity (restoring
it to its map-defined position) at the appropriate points. I'll probably end
up going through it all and working something out eventually, but I just
thought I'd ask here in case anyone can recommend something and save me the
hassle :-)

Thanks,

---
Chris Adams




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Re: [hlcoders] Resetting model entity for CTF

2005-08-17 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
http://www.sourcewiki.org/wiki/index.php/Resetting_the_Map

Could you adapt this to your needs?

On 8/17/05, Chris Adams [EMAIL PROTECTED] wrote:


 Hi,

 I'm currently trying to work in CTF as a gametype for the MOD I'm working
 on, but I'm having a bit of trouble on resetting the model entity
 (restoring
 it to its map-defined position) at the appropriate points. I'll probably
 end
 up going through it all and working something out eventually, but I just
 thought I'd ask here in case anyone can recommend something and save me
 the
 hassle :-)

 Thanks,

 ---
 Chris Adams




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 please visit:
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RE: [hlcoders] Resetting model entity for CTF

2005-08-17 Thread Chris Adams
I suppose I could but it seems terribly long-winded just to reset two
entities :(

I'll see if I can cut it down / modify stuff so that rather than having to
keep entities I can specify ones to be removed and replaced Any
suggestions are still welcome in the mean time :-)

Thanks,

---
Chris Adams

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: 17 August 2005 15:38
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Resetting model entity for CTF

--
[ Picked text/plain from multipart/alternative ]
http://www.sourcewiki.org/wiki/index.php/Resetting_the_Map

Could you adapt this to your needs?

On 8/17/05, Chris Adams [EMAIL PROTECTED] wrote:


 Hi,

 I'm currently trying to work in CTF as a gametype for the MOD I'm working
 on, but I'm having a bit of trouble on resetting the model entity
 (restoring
 it to its map-defined position) at the appropriate points. I'll probably
 end
 up going through it all and working something out eventually, but I just
 thought I'd ask here in case anyone can recommend something and save me
 the
 hassle :-)

 Thanks,

 ---
 Chris Adams




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 please visit:
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RE: [hlcoders] Resetting model entity for CTF

2005-08-17 Thread Chris Adams
Actually I have another question that's loosely related...

I haven't actually used Hammer so I'm not sure, but I believe you can create
an entity as defined in the FGD, and then assign it with a name? So how
would I go about in the source code getting a handle on the entity in the
map that was named 'redflag' for instance of entity type eftcmp_flag?

CEFTCMPFlag handle = .. :-)

Thanks,

---
Chris Adams


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: 17 August 2005 15:24
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Resetting model entity for CTF


Hi,

I'm currently trying to work in CTF as a gametype for the MOD I'm working
on, but I'm having a bit of trouble on resetting the model entity (restoring
it to its map-defined position) at the appropriate points. I'll probably end
up going through it all and working something out eventually, but I just
thought I'd ask here in case anyone can recommend something and save me the
hassle :-)

Thanks,

---
Chris Adams




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Re: [hlcoders] Resetting model entity for CTF

2005-08-17 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
http://developer.valvesoftware.com/wiki/My_First_Entity

Has all the good stuff with linking the FGD hammer and your code together.

On 8/17/05, Chris Adams [EMAIL PROTECTED] wrote:

 Actually I have another question that's loosely related...

 I haven't actually used Hammer so I'm not sure, but I believe you can
 create
 an entity as defined in the FGD, and then assign it with a name? So how
 would I go about in the source code getting a handle on the entity in the
 map that was named 'redflag' for instance of entity type eftcmp_flag?

 CEFTCMPFlag handle = .. :-)

 Thanks,

 ---
 Chris Adams


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
 Sent: 17 August 2005 15:24
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Resetting model entity for CTF


 Hi,

 I'm currently trying to work in CTF as a gametype for the MOD I'm working
 on, but I'm having a bit of trouble on resetting the model entity
 (restoring
 it to its map-defined position) at the appropriate points. I'll probably
 end
 up going through it all and working something out eventually, but I just
 thought I'd ask here in case anyone can recommend something and save me
 the
 hassle :-)

 Thanks,

 ---
 Chris Adams




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 please visit:
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RE: [hlcoders] Resetting model entity for CTF

2005-08-17 Thread drbob2
#include entitylist.h

CBaseEntity *entity = gEntList.FindEntityByName( NULL, name, NULL );

The first and last NULLs are for the start entity and activator; here's
the definition of FindEntityByName:

CBaseEntity *CGlobalEntityList::FindEntityByName( CBaseEntity
*pStartEntity, const char *szName, CBaseEntity *pActivator, CBaseEntity
*pCaller )

gEntList is globally defined. ;)

Philip Withnall

 Actually I have another question that's loosely related...

 I haven't actually used Hammer so I'm not sure, but I believe you can
 create
 an entity as defined in the FGD, and then assign it with a name? So how
 would I go about in the source code getting a handle on the entity in the
 map that was named 'redflag' for instance of entity type eftcmp_flag?

 CEFTCMPFlag handle = .. :-)

 Thanks,

 ---
 Chris Adams


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
 Sent: 17 August 2005 15:24
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Resetting model entity for CTF


 Hi,

 I'm currently trying to work in CTF as a gametype for the MOD I'm working
 on, but I'm having a bit of trouble on resetting the model entity
 (restoring
 it to its map-defined position) at the appropriate points. I'll probably
 end
 up going through it all and working something out eventually, but I just
 thought I'd ask here in case anyone can recommend something and save me
 the
 hassle :-)

 Thanks,

 ---
 Chris Adams




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




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RE: [hlcoders] vgui and 16:9/10 problem

2005-08-17 Thread Alfred Reynolds
You need to use the r and c modifiers on the position of the panels
to make them layout properly in all aspect ratios. If you set a position
to be r20 it will be 20 pixels in from the right side of the screen
(that 20 will be scaled if the panel is proportional), c20 means 20
pixels  to the right from the center of the SCREEN (not the panels
parent!), c-20 mean 20 pixels to the left of the center of the screen.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of hp
Sent: Wednesday, August 17, 2005 5:50 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] vgui and 16:9/10 problem


Hello

I have problem with non 4:3 screen size.
I have made team menu (followed tutorial on
http://www.sourcewiki.org/wiki/index.php/Creating_a_Team-Menu   )

Added it as data to be send when opening motd panel on start of the game
so it opens when motd is closed.

But when it is opening in screen size other than 4:3 it is detecting
wrong screen size:
http://img360.imageshack.us/my.php?image=guiproblem6fk.jpg

But if i use 4:3 screen size it is working fine and covering whole
screen. Also if i change screen size in game it is starting to work in
16:10 and 16:9, but when you turn off and turn on game again its broken
again.

Anyone had such problems? is it vgui error or i messed up something?



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Re[2]: [hlcoders] vgui and 16:9/10 problem

2005-08-17 Thread hp
Hello Alfred,

thx but that will not fix my problem i think
here is my res:

team
{
ControlName   CTeamMenu
fieldName team
xpos  0
ypos  0
wide  640
tall  480
autoResize0
pinCorner 0
visible   1
enabled   1
tabPosition   0
settitlebarvisible0
title #Frame_Untitled
}

 when i start my mod in 16:10 (1280x800) it is scalling 640x480 to
 1066x800(from gui editor) - that means that mod is scaling it to 4:3 not my 
actual
 screen format 16:10

 it looks like it is scalling just by height and then width is scalled
 from our new scalled height - resulting bad width on my
 background(being too small in width).

 but as i said when i change resolution in game then it looks right
 even if vgui editor shows width and height as 639x479.

 im not expert but looks like bug to me - it thinks it is in 4:3 when
 in fact it is in 16:10

 what to do to make it see it is in 16:10 not 4:3 - i dont think
 setting it in .res to 16:10 resolution is good idea.

 p.s. this problem is also true for 16:9 format.


Wednesday, August 17, 2005, 7:32:21 PM, you wrote:

 You need to use the r and c modifiers on the position of the panels
 to make them layout properly in all aspect ratios. If you set a position
 to be r20 it will be 20 pixels in from the right side of the screen
 (that 20 will be scaled if the panel is proportional), c20 means 20
 pixels  to the right from the center of the SCREEN (not the panels
 parent!), c-20 mean 20 pixels to the left of the center of the screen.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of hp
 Sent: Wednesday, August 17, 2005 5:50 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] vgui and 16:9/10 problem


 Hello

 I have problem with non 4:3 screen size.
 I have made team menu (followed tutorial on
 http://www.sourcewiki.org/wiki/index.php/Creating_a_Team-Menu   )

 Added it as data to be send when opening motd panel on start of the game
 so it opens when motd is closed.

 But when it is opening in screen size other than 4:3 it is detecting
 wrong screen size:
 http://img360.imageshack.us/my.php?image=guiproblem6fk.jpg

 But if i use 4:3 screen size it is working fine and covering whole
 screen. Also if i change screen size in game it is starting to work in
 16:10 and 16:9, but when you turn off and turn on game again its broken
 again.

 Anyone had such problems? is it vgui error or i messed up something?



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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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 hpmailto:[EMAIL PROTECTED]



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RE: Re[2]: [hlcoders] vgui and 16:9/10 problem

2005-08-17 Thread Alfred Reynolds

You need to scale the background in code. The proportional mode scales
with a fixed aspect ratio of 4:3 by design (having a variable aspect
ratio makes panel layout impossible).

- Alfred


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of hp
Sent: Wednesday, August 17, 2005 11:44 AM
To: Alfred Reynolds
Subject: Re[2]: [hlcoders] vgui and 16:9/10 problem

Hello Alfred,

thx but that will not fix my problem i think here is my res:

team
{
ControlName   CTeamMenu
fieldName team
xpos  0
ypos  0
wide  640
tall  480
autoResize0
pinCorner 0
visible   1
enabled   1
tabPosition   0
settitlebarvisible0
title #Frame_Untitled
}

 when i start my mod in 16:10 (1280x800) it is scalling 640x480 to
1066x800(from gui editor) - that means that mod is scaling it to 4:3 not
my actual  screen format 16:10

 it looks like it is scalling just by height and then width is scalled
from our new scalled height - resulting bad width on my
background(being too small in width).

 but as i said when i change resolution in game then it looks right
even if vgui editor shows width and height as 639x479.

 im not expert but looks like bug to me - it thinks it is in 4:3 when
in fact it is in 16:10

 what to do to make it see it is in 16:10 not 4:3 - i dont think
setting it in .res to 16:10 resolution is good idea.

 p.s. this problem is also true for 16:9 format.


Wednesday, August 17, 2005, 7:32:21 PM, you wrote:

 You need to use the r and c modifiers on the position of the
 panels to make them layout properly in all aspect ratios. If you set a

 position to be r20 it will be 20 pixels in from the right side of
 the screen (that 20 will be scaled if the panel is proportional),
 c20 means 20 pixels  to the right from the center of the SCREEN (not

 the panels parent!), c-20 mean 20 pixels to the left of the center
of the screen.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of hp
 Sent: Wednesday, August 17, 2005 5:50 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] vgui and 16:9/10 problem


 Hello

 I have problem with non 4:3 screen size.
 I have made team menu (followed tutorial on
 http://www.sourcewiki.org/wiki/index.php/Creating_a_Team-Menu   )

 Added it as data to be send when opening motd panel on start of the
 game so it opens when motd is closed.

 But when it is opening in screen size other than 4:3 it is detecting
 wrong screen size:
 http://img360.imageshack.us/my.php?image=guiproblem6fk.jpg

 But if i use 4:3 screen size it is working fine and covering whole
 screen. Also if i change screen size in game it is starting to work in

 16:10 and 16:9, but when you turn off and turn on game again its
 broken again.

 Anyone had such problems? is it vgui error or i messed up something?



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 please visit:
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 hpmailto:[EMAIL PROTECTED]



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Re: [hlcoders] vgui and 16:9/10 problem

2005-08-17 Thread Kamran

To do what Alfred is saying, just override the OnThink function.
Something like:

if(IsVisible())
{

// make panel fill screen
SetSize(ScreenWidth(), ScreenHeight());

}

I can't recall the exact functions OTTOMH (off the top of my head).

hp wrote:


Hello Alfred,

thx but that will not fix my problem i think
here is my res:

   team
   {
   ControlName   CTeamMenu
   fieldName team
   xpos  0
   ypos  0
   wide  640
   tall  480
   autoResize0
   pinCorner 0
   visible   1
   enabled   1
   tabPosition   0
   settitlebarvisible0
   title #Frame_Untitled
   }

when i start my mod in 16:10 (1280x800) it is scalling 640x480 to
1066x800(from gui editor) - that means that mod is scaling it to 4:3 not my 
actual
screen format 16:10

it looks like it is scalling just by height and then width is scalled
from our new scalled height - resulting bad width on my
background(being too small in width).

but as i said when i change resolution in game then it looks right
even if vgui editor shows width and height as 639x479.

im not expert but looks like bug to me - it thinks it is in 4:3 when
in fact it is in 16:10

what to do to make it see it is in 16:10 not 4:3 - i dont think
setting it in .res to 16:10 resolution is good idea.

p.s. this problem is also true for 16:9 format.


Wednesday, August 17, 2005, 7:32:21 PM, you wrote:




You need to use the r and c modifiers on the position of the panels
to make them layout properly in all aspect ratios. If you set a position
to be r20 it will be 20 pixels in from the right side of the screen
(that 20 will be scaled if the panel is proportional), c20 means 20
pixels  to the right from the center of the SCREEN (not the panels
parent!), c-20 mean 20 pixels to the left of the center of the screen.







- Alfred







-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of hp
Sent: Wednesday, August 17, 2005 5:50 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] vgui and 16:9/10 problem








Hello







I have problem with non 4:3 screen size.
I have made team menu (followed tutorial on
http://www.sourcewiki.org/wiki/index.php/Creating_a_Team-Menu   )







Added it as data to be send when opening motd panel on start of the game
so it opens when motd is closed.







But when it is opening in screen size other than 4:3 it is detecting
wrong screen size:
http://img360.imageshack.us/my.php?image=guiproblem6fk.jpg







But if i use 4:3 screen size it is working fine and covering whole
screen. Also if i change screen size in game it is starting to work in
16:10 and 16:9, but when you turn off and turn on game again its broken
again.







Anyone had such problems? is it vgui error or i messed up something?









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Re[4]: [hlcoders] vgui and 16:9/10 problem

2005-08-17 Thread hp
Hello Alfred,

ok i found it in motd panel - thx

Wednesday, August 17, 2005, 9:01:15 PM, you wrote:


 You need to scale the background in code. The proportional mode scales
 with a fixed aspect ratio of 4:3 by design (having a variable aspect
 ratio makes panel layout impossible).

 - Alfred


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of hp
 Sent: Wednesday, August 17, 2005 11:44 AM
 To: Alfred Reynolds
 Subject: Re[2]: [hlcoders] vgui and 16:9/10 problem

 Hello Alfred,

 thx but that will not fix my problem i think here is my res:

 team
 {
 ControlName   CTeamMenu
 fieldName team
 xpos  0
 ypos  0
 wide  640
 tall  480
 autoResize0
 pinCorner 0
 visible   1
 enabled   1
 tabPosition   0
 settitlebarvisible0
 title #Frame_Untitled
 }

  when i start my mod in 16:10 (1280x800) it is scalling 640x480 to
 1066x800(from gui editor) - that means that mod is scaling it to 4:3 not
 my actual  screen format 16:10

  it looks like it is scalling just by height and then width is scalled
 from our new scalled height - resulting bad width on my
 background(being too small in width).

  but as i said when i change resolution in game then it looks right
 even if vgui editor shows width and height as 639x479.

  im not expert but looks like bug to me - it thinks it is in 4:3 when
 in fact it is in 16:10

  what to do to make it see it is in 16:10 not 4:3 - i dont think
 setting it in .res to 16:10 resolution is good idea.

  p.s. this problem is also true for 16:9 format.


 Wednesday, August 17, 2005, 7:32:21 PM, you wrote:

 You need to use the r and c modifiers on the position of the
 panels to make them layout properly in all aspect ratios. If you set a

 position to be r20 it will be 20 pixels in from the right side of
 the screen (that 20 will be scaled if the panel is proportional),
 c20 means 20 pixels  to the right from the center of the SCREEN (not

 the panels parent!), c-20 mean 20 pixels to the left of the center
 of the screen.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of hp
 Sent: Wednesday, August 17, 2005 5:50 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] vgui and 16:9/10 problem


 Hello

 I have problem with non 4:3 screen size.
 I have made team menu (followed tutorial on
 http://www.sourcewiki.org/wiki/index.php/Creating_a_Team-Menu   )

 Added it as data to be send when opening motd panel on start of the
 game so it opens when motd is closed.

 But when it is opening in screen size other than 4:3 it is detecting
 wrong screen size:
 http://img360.imageshack.us/my.php?image=guiproblem6fk.jpg

 But if i use 4:3 screen size it is working fine and covering whole
 screen. Also if i change screen size in game it is starting to work in

 16:10 and 16:9, but when you turn off and turn on game again its
 broken again.

 Anyone had such problems? is it vgui error or i messed up something?



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Re: [hlcoders] Resetting model entity for CTF

2005-08-17 Thread Maurino Berry

Waste of an entity


instead, in the ::Spawn() method of your flag entity, save the
GetAbsOrigin() to some m_vecInitial
then when you want to restore it just SetAbsOrigin(m_vecInitial);




From: Andrew (British_Bomber) [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Resetting model entity for CTF
Date: Wed, 17 Aug 2005 18:50:34 +0100

Would it not be easiest to simply create a point entity like the
player spawns that is something like flag_blue then when the blue
flag is captured you can simply send it back to the flag_blue point?

I'm sure there is some reason you wouldn't do it that simply, but off
the top of my head that seems like the simplest way.

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