[hlcoders] Presenting in-game dialogue and user options
-- [ Picked text/plain from multipart/alternative ] Hi, How to present in-game dialogues and enable user options on dialogue? Thanks, Adrian __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Event triggering
-- [ Picked text/plain from multipart/alternative ] Hi, How does HL2 trigger events? Thanks, Adrian __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM bots
THE STORM wrote: Yep, there is! :) Check out http://www.bots-united.com/ for HPBbot2 and RCBot2. They are for HL2DM and their source is public released. Just be aware that the HPBbot2 stuff is just a shell that spawns a fake client and doesn't do much else. Since HL2 plugin had very limited support for getting detailed player and weapon properties, I decided it wasn't pursuing a plug-in bot for HL2 and mods. There was a lengthy discussion about this on the hlcoders email list about a year ago if you really wanted to dig through the archive on why it was difficult to create a plugin bot that was fully functional and easy to maintain. -- 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] HL2DM bots
Yep, there is! :) Check out http://www.bots-united.com/ for HPBbot2 and RCBot2. They are for HL2DM and their source is public released. Regards, The Storm Robbie Groenewoudt wrote: -- [ Picked text/plain from multipart/alternative ] So far HL2DM hasn't got any working bots, though there are serverplugins that add bots to HL2DM. At the moment I can't really find an open-source plugin that does this but don't think porting the code from a plugin to modcode should be that hard? Does anyone know a good open-source HL2DM bots serverplugin? Robbie -- ___ 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] Problem with Actbusy
This means that Alyx couldn't find an actbusy hint within the zones she was looking in. The default zone is a sphere around her origin, with a radius of the ActBusy search range (passed in via hammer as the "busysearchrange" key on the actbusy goal entity). So she's too far from the actbusy hint to use it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Thomas Vollmer Sent: Sunday, July 23, 2006 11:16 PM To: HLCODERS Subject: [hlcoders] Problem with Actbusy Hi all, I have a problem with npc_alyx. She refuses to use an actbusy hint because it's "Not inside include zones." Has anyone seen this error? I see it when I npc_select Alyx and set "ai_debug_actbusy 3". I searched the Wiki and the web and couldn't find anything. Thanks for any pointers. Thanks, Thomas Regards, Thomas ___ 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] Problem with NPC and VCD
How are you instructing the citizen to stand in the LCS? Citizens automatically join the player's squad under certain circumstances. We've changed this code a bit for Ep1, so my memory could be confused, but I think they won't join the player's squad if they're neutral to the player. So try putting down an npc_relationship entity and have it set the citizen's relationship to the player to neutral, and see if that fixes it. If you're a coder, take a look at CNPC_Citizen::CanJoinPlayerSquad() to see the code that controls this logic. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Thomas Vollmer Sent: Saturday, July 22, 2006 3:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Problem with NPC and VCD Anyone? --- Thomas Vollmer <[EMAIL PROTECTED]> wrote: > Ok, so I've followed the instructions at [1]. > > Now I have an npc_citizen that spawns somewhere on the map, and then > proceeds to sit down on a chair using the Actbusy system - great! But > now the citizen stays seated even when the trigger starts the LCS/VDC > which instructs the citizen to stand (and then talk). The talking > works fine, just the standing up doesn't. > > Also, the citizen follows the player around once he/she sees the > player. How can I stop that? > > Thanks! > Thomas > > [1] http://developer.valvesoftware.com/wiki/Actbusy > > --- Aaron Schiff <[EMAIL PROTECTED]> wrote: > > Actbusy is the answer > > > Regards, > Thomas > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > Regards, Thomas ___ 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] HL2DM bots
-- [ Picked text/plain from multipart/alternative ] So far HL2DM hasn't got any working bots, though there are serverplugins that add bots to HL2DM. At the moment I can't really find an open-source plugin that does this but don't think porting the code from a plugin to modcode should be that hard? Does anyone know a good open-source HL2DM bots serverplugin? Robbie -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keep first-person-view when killed
-- [ Picked text/plain from multipart/alternative ] Yeah, I just assumed that Fabian was pointing out that ragdolls are simulated client side to make sure everyone realized that. You mod guys have it easy. Plugin writers don't get access to most of the stuff in the server dll's and, of course, nothing on the client-side. Since I mostly write plugins, the limitations of a client-side simulated ragdoll seem much more important to me than to someone writing a mod. Some things are still possible from plugins; although the best stuff usually takes a ton of work and "hacks." The "skull cam" from c0ldfyr3's CSS goremod plugin looks a lot like that video though. Grant (L. Duke) On 7/24/06, Garry Newman <[EMAIL PROTECTED]> wrote: > > True, but the 3rd person death camera already follows a ragdoll (your > clientside ragdoll). It should be simple enough to just keep placing > the camera at the ragdoll's eyes rather than doing what it does for > the 3rd person view (tracing a line from the center of it and placing > the camera at the hitpos). > > I wouldn't recommend making your ragdolls serverside.. see netgraph for > details. > > > > On 7/24/06, LDuke <[EMAIL PROTECTED]> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > You can't do much server-side with a ragdoll besides remove it. Things > like > > ->Teleport() won't work because the coordinates are not updated to the > > client since each client simulates the ragdoll separately and it's > probably > > not in the same place on each client. > > > > Grant > > (L. Duke) > > > > On 7/22/06, Garry Newman <[EMAIL PROTECTED]> wrote: > > > > > > Huh, what difference does that make? > > > > > > On 7/22/06, Fabian Schreyer <[EMAIL PROTECTED]> wrote: > > > > But pay attention that ragdolls are normally only clientside. > > > > > > > > > > -- > > > > ___ > > 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] Keep first-person-view when killed
True, but the 3rd person death camera already follows a ragdoll (your clientside ragdoll). It should be simple enough to just keep placing the camera at the ragdoll's eyes rather than doing what it does for the 3rd person view (tracing a line from the center of it and placing the camera at the hitpos). I wouldn't recommend making your ragdolls serverside.. see netgraph for details. On 7/24/06, LDuke <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] You can't do much server-side with a ragdoll besides remove it. Things like ->Teleport() won't work because the coordinates are not updated to the client since each client simulates the ragdoll separately and it's probably not in the same place on each client. Grant (L. Duke) On 7/22/06, Garry Newman <[EMAIL PROTECTED]> wrote: > > Huh, what difference does that make? > > On 7/22/06, Fabian Schreyer <[EMAIL PROTECTED]> wrote: > > But pay attention that ragdolls are normally only clientside. > > > > -- ___ 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] Keep first-person-view when killed
-- [ Picked text/plain from multipart/alternative ] You can't do much server-side with a ragdoll besides remove it. Things like ->Teleport() won't work because the coordinates are not updated to the client since each client simulates the ragdoll separately and it's probably not in the same place on each client. Grant (L. Duke) On 7/22/06, Garry Newman <[EMAIL PROTECTED]> wrote: > > Huh, what difference does that make? > > On 7/22/06, Fabian Schreyer <[EMAIL PROTECTED]> wrote: > > But pay attention that ragdolls are normally only clientside. > > > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders