Re: [hlcoders] Third Person View

2005-09-11 Thread Lachlan Gunn
Thankyou! Really appreciate that.
On 9/12/05, Kamran <[EMAIL PROTECTED]> wrote:
> Oh, and it also shows how to make the weapon model disappear. :)
>
> Kamran wrote:
>
> > Take a look at my 3rd Person Tutorial here:
> >
> > http://developer.valvesoftware.com/wiki/Creating_a_Third_Person_Camera
> >
> > That will show you how to implement a key to change it... but otherwise,
> > if you want it permanently, use the HL2_Player::Spawn function but do:
> >
> > ClientCmd("thirdperson")
> >
> > Instead of input->.
> >
> > Lachlan Gunn wrote:
> >
> >> Thanks everyone, I have that working, but there are two more problems
> >> I have:
> >>
> >> When I switch to third-person mode, the model is still the
> >> first-person model (ie. there is half a gun, and another arm sticking
> >> out).  How would I go about stopping that?  Do I have to edit the
> >> model?
> >>
> >> My other (much simpler) question is this: at what point am I supposed
> >> to switch to third-person mode?  Entity spawn is too early, what would
> >> be an appropriate time?
> >>
> >> Any help with these would be much appreciated.
> >>
> >> On 9/11/05, Lachlan Gunn <[EMAIL PROTECTED]> wrote:
> >>
> >>
> >>> Ok okay, thanks, I'll give it a try.
> >>> On 9/11/05, Beg0 <[EMAIL PROTECTED]> wrote:
> >>>
> >>>
>  you are still in 1st person because the CInput::CAM_ToThirdPerson()
>  containe the following code
> 
>  #if !defined( TF2_CLIENT_DLL ) && !defined( CSTRIKE_DLL )
> 
>  #if !defined( _DEBUG )
> if ( gpGlobals->maxClients > 1 )
> {
> // no thirdperson in multiplayer.
> return;
> }
>  #endif
> 
>  #endif
> 
>  you probably have to comment this lines
> 
>  Lachlan Gunn a écrit :
> 
> 
> 
> >>   input->CAM_ToThirdPerson();
> >>
> >>
> >>
> >>
> > Where am I supposed to put this in? Because I've put it in the player
> > spawn code, but it's still in first personI'm not sure when I'm
> > supposed to switch to third person.
> >
> >
> >
> >
> >
> >> }
> >>
> >>
> >> in_camera.cpp, line 56
> >>
> >> On 9/10/05, Lachlan Gunn <[EMAIL PROTECTED]> wrote:
> >>
> >>
> >>
> >>
> >>> Hi,
> >>> Sorry if this is an amazingly stupid question, but how would I go
> >>> about switching a player to third-person view?  There is a
> >>> function in
> >>> CInput, but I cannot find an instance to call it from.
> >>> --
> >>> Thanks,
> >>> Lachlan
> >>>
> >>> ___
> >>> 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
> >>
> >>
> >>
> >>
> >>
> >>
> > --
> > Lachlan
> >
> > ___
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> > archives, please visit:
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> >
> >
> >
> >
> >
> >
> >
>  ___
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> 
> 
> 
> 
> >>> --
> >>> Lachlan
> >>>
> >>>
> >>>
> >>
> >>
> >> --
> >> Thanks,
> >> Lachlan
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >>
> >>
> >
> > --
> > Kamran A
> > Get Firefox! Safer, Faster, Better.
> > 
> > Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
> >
> >
>
> --
> Kamran A
> Get Firefox! Safer, Faster, Better.
> 
> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
>
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>


--
Lachlan

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RE: [hlcoders] Name Change Blocker

2005-09-11 Thread Spencer 'voogru' MacDonald
Try:

Engine->ClientCommand( pEntity, "setinfo name Test\n" );

That’s the way I have always done it, the only side effect the client's
"name" command will not work and they will have to use "setinfo name" until
they restart HL.

At least that’s the case with HL1.

Also, if you can find the "SetInfoKeyBuffer/GetInfoKeyBuffer" engine
functions you can change the name that way, which is more reliable than
sending a client command.

But judging of how crappy the plug-in interface is, you might have to do
some haxoring to get it to work.

- voogru.

-Original Message-
From: Ratman2000 [mailto:[EMAIL PROTECTED]
Sent: Sunday, September 11, 2005 8:28 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Name Change Blocker

Hello,

no this is no way...
When i make:

Engine->ClientCommand( pEntity, "name Test\n" );

the name dont changes becouse the rate exeded...
There is no way to do it...
With Helpers there is no way to do it i think

Is there a nother way to block the name change???

THANKS !!!


- Original Message -
From: "Beg0" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, September 11, 2005 4:24 AM
Subject: Re: [hlcoders] Name Change Blocker


a litlle hack is to re-change by hand the name when you intercept a
firegameevent

Ratman2000 a écrit :

>Hello,
>
>Yes but you cant block it on this way!
>To find an name change the firegameevent is easyer but
>you cant block it!
>
>Is there a other was to block it?
>
>MFG
>
>- Original Message -
>From: "LDuke" <[EMAIL PROTECTED]>
>To: 
>Sent: Sunday, September 11, 2005 12:49 AM
>Subject: Re: [hlcoders] Name Change Blocker
>
>
>
>
>>--
>>[ Picked text/plain from multipart/alternative ]
>>Detecting name changes is the example used in the sample plugin. It's in
>>ClientSettingsChanged.
>>
>>Duke
>>
>>On 9/10/05, Ratman2000 <[EMAIL PROTECTED]> wrote:
>>
>>
>>>This is a multi-part message in MIME format.
>>>--
>>>[ Picked text/plain from multipart/alternative ]
>>>Hello,
>>>
>>>i like to write an Plugin that blocks name Changes...
>>>But my Problem is that the "name" Command dont passes
>>>the ClientCommand funktion...
>>>
>>>Is there another way to do it???
>>>
>>>Please help me!!!
>>>
>>>Thanks!!!
>>>
>>>MFG
>>>--
>>>
>>>
>>>___
>>>To unsubscribe, edit your list preferences, or view the list archives,
>>>please visit:
>>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>--
>>
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>>
>please visit:
>
>
>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
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>>
>>
>
>
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Re: [hlcoders] Plugin_pause

2005-09-11 Thread -string-

I looked in serverplugin_sample_26.zip and saw that you had no code in the
pause and unpause callbacks, and assumed too much.
Sorry about that !
/Henrik aka -string-

- Original Message -
From: "Ray" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, September 11, 2005 2:06 PM
Subject: Re: [hlcoders] Plugin_pause



Im the creator of Beetlesmod plugin..
It does support pause
The problem is if I
execute plugin_pause 1
or plugin_pause 0 or plugin_pause 2

it still only calls the plugin pause function of the 0 indexed plugin

if Beetlesmod is plugin #1  its pause functions are not called when
plugin_pause 1 is called



At 06:53 AM 9/11/2005, you wrote:

My guess is that is not a game engine error or a syntax error.
The plugin have to implement the pause. When you issue a pause command a
function in the plugin will be called. It is then up to the plugin creator
to actually pause the plugin.
I've looked in the BeetlesMod source code and if it hasnt been changed
recently it has no support for the pause command.
/Henrik aka -string-

- Original Message -
From: "Ray" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, September 10, 2005 2:19 PM
Subject: [hlcoders] Plugin_pause



Im trying to pause different plugins and am unable to.

I load 2 plugins (cal and beetlesmod) and want to selectively pause one
or
the other.
plugin_print shows 0 Cal and 1 BeetlesMod

if I do plugin_pause no matter what number I pass it..it will only pause
plugin 0
It would appear that the plugins are loaded alphabetically by the vdf
filenames
and I cannot load all plugins by listing them in one vdf file
so I renamed the vdfs to get them to load the plugins in the order that I
want
and I load beetlesmod first and plugin_pause 1 still sends the pause
command to the first loaded plugin

Is this a syntax error or an error in the game engine?

Thanks
Ray



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Re: [hlcoders] Name Change Blocker

2005-09-11 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
Does it work with IServerPluginHelpers::ClientCommand? (Load the
INTERFACEVERSION_ISERVERPLUGINHELPERS interface.)



On 9/11/05, Ratman2000 <[EMAIL PROTECTED]> wrote:
>
> Hello,
>
> no this is no way...
> When i make:
>
> Engine->ClientCommand( pEntity, "name Test\n" );
>
> the name dont changes becouse the rate exeded...
> There is no way to do it...
> With Helpers there is no way to do it i think
>
> Is there a nother way to block the name change???
>
> THANKS !!!
>
>
> - Original Message -
> From: "Beg0" <[EMAIL PROTECTED]>
> To: 
> Sent: Sunday, September 11, 2005 4:24 AM
> Subject: Re: [hlcoders] Name Change Blocker
>
>
> a litlle hack is to re-change by hand the name when you intercept a
> firegameevent
>
> Ratman2000 a écrit :
>
> >Hello,
> >
> >Yes but you cant block it on this way!
> >To find an name change the firegameevent is easyer but
> >you cant block it!
> >
> >Is there a other was to block it?
> >
> >MFG
> >
> >- Original Message -
> >From: "LDuke" <[EMAIL PROTECTED]>
> >To: 
> >Sent: Sunday, September 11, 2005 12:49 AM
> >Subject: Re: [hlcoders] Name Change Blocker
> >
> >
> >
> >
> >>--
> >>[ Picked text/plain from multipart/alternative ]
> >>Detecting name changes is the example used in the sample plugin. It's in
> >>ClientSettingsChanged.
> >>
> >>Duke
> >>
> >>On 9/10/05, Ratman2000 <[EMAIL PROTECTED]> wrote:
> >>
> >>
> >>>This is a multi-part message in MIME format.
> >>>--
> >>>[ Picked text/plain from multipart/alternative ]
> >>>Hello,
> >>>
> >>>i like to write an Plugin that blocks name Changes...
> >>>But my Problem is that the "name" Command dont passes
> >>>the ClientCommand funktion...
> >>>
> >>>Is there another way to do it???
> >>>
> >>>Please help me!!!
> >>>
> >>>Thanks!!!
> >>>
> >>>MFG
> >>>--
> >>>
> >>>
> >>>___
> >>>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
> >>
> >>
> >>
> >
> >
> >___
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> please visit:
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> >
> >
> >
> >
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Re: [hlcoders] Third Person View

2005-09-11 Thread Kamran

Oh, and it also shows how to make the weapon model disappear. :)

Kamran wrote:


Take a look at my 3rd Person Tutorial here:

http://developer.valvesoftware.com/wiki/Creating_a_Third_Person_Camera

That will show you how to implement a key to change it... but otherwise,
if you want it permanently, use the HL2_Player::Spawn function but do:

ClientCmd("thirdperson")

Instead of input->.

Lachlan Gunn wrote:


Thanks everyone, I have that working, but there are two more problems
I have:

When I switch to third-person mode, the model is still the
first-person model (ie. there is half a gun, and another arm sticking
out).  How would I go about stopping that?  Do I have to edit the
model?

My other (much simpler) question is this: at what point am I supposed
to switch to third-person mode?  Entity spawn is too early, what would
be an appropriate time?

Any help with these would be much appreciated.

On 9/11/05, Lachlan Gunn <[EMAIL PROTECTED]> wrote:



Ok okay, thanks, I'll give it a try.
On 9/11/05, Beg0 <[EMAIL PROTECTED]> wrote:



you are still in 1st person because the CInput::CAM_ToThirdPerson()
containe the following code

#if !defined( TF2_CLIENT_DLL ) && !defined( CSTRIKE_DLL )

#if !defined( _DEBUG )
   if ( gpGlobals->maxClients > 1 )
   {
   // no thirdperson in multiplayer.
   return;
   }
#endif

#endif

you probably have to comment this lines

Lachlan Gunn a écrit :




  input->CAM_ToThirdPerson();





Where am I supposed to put this in? Because I've put it in the player
spawn code, but it's still in first personI'm not sure when I'm
supposed to switch to third person.






}


in_camera.cpp, line 56

On 9/10/05, Lachlan Gunn <[EMAIL PROTECTED]> wrote:





Hi,
Sorry if this is an amazingly stupid question, but how would I go
about switching a player to third-person view?  There is a
function in
CInput, but I cannot find an instance to call it from.
--
Thanks,
Lachlan

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--
Lachlan






--
Thanks,
Lachlan

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Re: [hlcoders] Third Person View

2005-09-11 Thread Kamran

Take a look at my 3rd Person Tutorial here:

http://developer.valvesoftware.com/wiki/Creating_a_Third_Person_Camera

That will show you how to implement a key to change it... but otherwise,
if you want it permanently, use the HL2_Player::Spawn function but do:

ClientCmd("thirdperson")

Instead of input->.

Lachlan Gunn wrote:


Thanks everyone, I have that working, but there are two more problems I have:

When I switch to third-person mode, the model is still the
first-person model (ie. there is half a gun, and another arm sticking
out).  How would I go about stopping that?  Do I have to edit the
model?

My other (much simpler) question is this: at what point am I supposed
to switch to third-person mode?  Entity spawn is too early, what would
be an appropriate time?

Any help with these would be much appreciated.

On 9/11/05, Lachlan Gunn <[EMAIL PROTECTED]> wrote:



Ok okay, thanks, I'll give it a try.
On 9/11/05, Beg0 <[EMAIL PROTECTED]> wrote:



you are still in 1st person because the CInput::CAM_ToThirdPerson()
containe the following code

#if !defined( TF2_CLIENT_DLL ) && !defined( CSTRIKE_DLL )

#if !defined( _DEBUG )
   if ( gpGlobals->maxClients > 1 )
   {
   // no thirdperson in multiplayer.
   return;
   }
#endif

#endif

you probably have to comment this lines

Lachlan Gunn a écrit :




  input->CAM_ToThirdPerson();





Where am I supposed to put this in? Because I've put it in the player
spawn code, but it's still in first personI'm not sure when I'm
supposed to switch to third person.






}


in_camera.cpp, line 56

On 9/10/05, Lachlan Gunn <[EMAIL PROTECTED]> wrote:





Hi,
Sorry if this is an amazingly stupid question, but how would I go
about switching a player to third-person view?  There is a function in
CInput, but I cannot find an instance to call it from.
--
Thanks,
Lachlan

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--
Lachlan

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--
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--
Thanks,
Lachlan

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Re: [hlcoders] Name Change Blocker

2005-09-11 Thread Ratman2000
Hello,

no this is no way...
When i make:

Engine->ClientCommand( pEntity, "name Test\n" );

the name dont changes becouse the rate exeded...
There is no way to do it...
With Helpers there is no way to do it i think

Is there a nother way to block the name change???

THANKS !!!


- Original Message -
From: "Beg0" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, September 11, 2005 4:24 AM
Subject: Re: [hlcoders] Name Change Blocker


a litlle hack is to re-change by hand the name when you intercept a
firegameevent

Ratman2000 a écrit :

>Hello,
>
>Yes but you cant block it on this way!
>To find an name change the firegameevent is easyer but
>you cant block it!
>
>Is there a other was to block it?
>
>MFG
>
>- Original Message -
>From: "LDuke" <[EMAIL PROTECTED]>
>To: 
>Sent: Sunday, September 11, 2005 12:49 AM
>Subject: Re: [hlcoders] Name Change Blocker
>
>
>
>
>>--
>>[ Picked text/plain from multipart/alternative ]
>>Detecting name changes is the example used in the sample plugin. It's in
>>ClientSettingsChanged.
>>
>>Duke
>>
>>On 9/10/05, Ratman2000 <[EMAIL PROTECTED]> wrote:
>>
>>
>>>This is a multi-part message in MIME format.
>>>--
>>>[ Picked text/plain from multipart/alternative ]
>>>Hello,
>>>
>>>i like to write an Plugin that blocks name Changes...
>>>But my Problem is that the "name" Command dont passes
>>>the ClientCommand funktion...
>>>
>>>Is there another way to do it???
>>>
>>>Please help me!!!
>>>
>>>Thanks!!!
>>>
>>>MFG
>>>--
>>>
>>>
>>>___
>>>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
>>
>>
>>
>
>
>___
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Re: [hlcoders] Plugin_pause

2005-09-11 Thread Ray

Im the creator of Beetlesmod plugin..
It does support pause
The problem is if I
execute plugin_pause 1
or plugin_pause 0 or plugin_pause 2

it still only calls the plugin pause function of the 0 indexed plugin

if Beetlesmod is plugin #1  its pause functions are not called when
plugin_pause 1 is called



At 06:53 AM 9/11/2005, you wrote:

My guess is that is not a game engine error or a syntax error.
The plugin have to implement the pause. When you issue a pause command a
function in the plugin will be called. It is then up to the plugin creator
to actually pause the plugin.
I've looked in the BeetlesMod source code and if it hasnt been changed
recently it has no support for the pause command.
/Henrik aka -string-

- Original Message -
From: "Ray" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, September 10, 2005 2:19 PM
Subject: [hlcoders] Plugin_pause



Im trying to pause different plugins and am unable to.

I load 2 plugins (cal and beetlesmod) and want to selectively pause one or
the other.
plugin_print shows 0 Cal and 1 BeetlesMod

if I do plugin_pause no matter what number I pass it..it will only pause
plugin 0
It would appear that the plugins are loaded alphabetically by the vdf
filenames
and I cannot load all plugins by listing them in one vdf file
so I renamed the vdfs to get them to load the plugins in the order that I
want
and I load beetlesmod first and plugin_pause 1 still sends the pause
command to the first loaded plugin

Is this a syntax error or an error in the game engine?

Thanks
Ray



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Re: [hlcoders] Plugin_pause

2005-09-11 Thread -string-

My guess is that is not a game engine error or a syntax error.
The plugin have to implement the pause. When you issue a pause command a
function in the plugin will be called. It is then up to the plugin creator
to actually pause the plugin.
I've looked in the BeetlesMod source code and if it hasnt been changed
recently it has no support for the pause command.
/Henrik aka -string-

- Original Message -
From: "Ray" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, September 10, 2005 2:19 PM
Subject: [hlcoders] Plugin_pause



Im trying to pause different plugins and am unable to.

I load 2 plugins (cal and beetlesmod) and want to selectively pause one or
the other.
plugin_print shows 0 Cal and 1 BeetlesMod

if I do plugin_pause no matter what number I pass it..it will only pause
plugin 0
It would appear that the plugins are loaded alphabetically by the vdf
filenames
and I cannot load all plugins by listing them in one vdf file
so I renamed the vdfs to get them to load the plugins in the order that I
want
and I load beetlesmod first and plugin_pause 1 still sends the pause
command to the first loaded plugin

Is this a syntax error or an error in the game engine?

Thanks
Ray



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