[hlcoders] Presenting in-game dialogue and user options

2006-07-24 Thread Shing-Cheung Chan
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Hi,

  How to present in-game dialogues and enable user options on dialogue?

  Thanks,
  Adrian

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[hlcoders] Event triggering

2006-07-24 Thread Shing-Cheung Chan
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Hi,

  How does HL2 trigger events?

  Thanks,
  Adrian

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Re: [hlcoders] HL2DM bots

2006-07-24 Thread Jeffrey \"botman\" Broome

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

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Re: [hlcoders] HL2DM bots

2006-07-24 Thread THE STORM

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:

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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
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RE: [hlcoders] Problem with Actbusy

2006-07-24 Thread Robin Walker
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

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RE: [hlcoders] Problem with NPC and VCD

2006-07-24 Thread Robin Walker
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
>
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Regards,
Thomas

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[hlcoders] HL2DM bots

2006-07-24 Thread Robbie Groenewoudt
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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
--

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Re: [hlcoders] Keep first-person-view when killed

2006-07-24 Thread LDuke
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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.
> > > >
> > > >
> > --
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Re: [hlcoders] Keep first-person-view when killed

2006-07-24 Thread Garry Newman

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:

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[ 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.
> >
> >
--

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Re: [hlcoders] Keep first-person-view when killed

2006-07-24 Thread LDuke
--
[ 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.
> >
> >
--

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