[hlcoders] Broken thread view solution

2006-08-03 Thread Sebastian 'Darth.Hunter' Kreutz
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
As discussed in the SDK update thread, let's split the thread problems from
the actual thread:

This problem is rather independent from the mail client you use. Some users
think that simply using the topic line RE: subject will make the email
threaded properly. But this is not the case. You have to really reply to a
specific mail to make it work since the mailing list obtains the
informations needed for the thread view from the mail _headers_.

If you receive the emails in digest mode, you cannot reply directly to an
email by default (but this would be needed for thread view). The solution is
to alter your mailing list settings in a way that it sends you the mails in
MIME format. That way, you will receive a digest that just contains a topic
overview. The single emails are attached to the digest. Now, you can simply
open the email you want to reply to and do so. Your reply will appear
properly ordered in the thread view.

Best regards,

Sebastian 'Darth.Hunter' Kreutz
SW: The New Era


P.S. @ moderator: Please block my second message, I've used the false email
address - no need to approve the post, sry
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[hlcoders] Re: [Physics!] FAILED Messages?

2006-08-03 Thread Patrick O'Leary [sui4]
No, that was me, in our mod code.

--
[ Picked text/plain from multipart/alternative ]
In the mod I'm working on, we occasionally see the message [Physics!]
FAILED. I don't see this code anywhere in the mod SDK, so it appears to
be
from the engine. Anyone know what this means exactly? Perhaps valve can
spit
out a more descriptive error from the engine if thats where it comes
from?
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Re: [hlcoders] Re: [Physics!] FAILED Messages?

2006-08-03 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Damn, guess my find in files failed me.

On 8/3/06, Patrick O'Leary [sui4] [EMAIL PROTECTED] wrote:

 No, that was me, in our mod code.

 --
 [ Picked text/plain from multipart/alternative ]
 In the mod I'm working on, we occasionally see the message [Physics!]
 FAILED. I don't see this code anywhere in the mod SDK, so it appears to
 be
 from the engine. Anyone know what this means exactly? Perhaps valve can
 spit
 out a more descriptive error from the engine if thats where it comes
 from?
 --

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RE: [hlcoders] Basic Bot Stub

2006-08-03 Thread Scott Tuttle
Yeah so much for not wanting to use 2003.  I setup a virtual pc and have
2003 installed in that environment.

I am checking out the serverplugin_empty example  I see it has a
serverplugin_bot.cpp

It compiles fine and I can use the command plugin_bot_add command to add  a
bot to the server.

My question is... Do I need all the stuff in the serverplugin_empty.cpp
file.  Since there is no explanation of what is going on in this file I
can't figure out how it is used and how it relates to the
serverplugin_bot.cpp.  I tried to remove the serverplugin_empty.cpp and
recompile it but it seems to be giving me too many errors... Attached below.

I am just tryign to get it to a clean project and figure out if there is
anything I don't need.  Do I just leave the serverplugin_empty in and take
out its CON_COMMANDS and ConVars that areant really necessary?

Thanks,
Scott





serverplugin_empty error LNK2001: unresolved external symbol class
IEngineTrace * enginetrace (?enginetrace@@3PAVIEngineTrace@@A)
serverplugin_empty The 'Outputs' property for the custom build step for file
'tier0.lib' is not set. The custom build step will be skipped.
serverplugin_empty warning LNK4075: ignoring '/EDITANDCONTINUE' due to
'/INCREMENTAL:NO' specification
serverplugin_empty error LNK2001: unresolved external symbol class
IPlayerInfoManager * playerinfomanager
(?playerinfomanager@@3PAVIPlayerInfoManager@@A)
serverplugin_empty error LNK2001: unresolved external symbol class
IBotManager * botmanager (?botmanager@@3PAVIBotManager@@A)
serverplugin_empty error LNK2001: unresolved external symbol class
IVEngineServer * engine (?engine@@3PAVIVEngineServer@@A)
serverplugin_empty error LNK2001: unresolved external symbol class
CGlobalVars * gpGlobals (?gpGlobals@@3PAVCGlobalVars@@A)
serverplugin_empty error LNK2001: unresolved external symbol class
IUniformRandomStream * randomStr (?randomStr@@3PAVIUniformRandomStream@@A)
serverplugin_empty error LNK2001: unresolved external symbol class
IServerPluginHelpers * helpers (?helpers@@3PAVIServerPluginHelpers@@A)
serverplugin_empty fatal error LNK1120: 7 unresolved externals

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Scott Tuttle
 Sent: Wednesday, August 02, 2006 3:03 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Basic Bot Stub

 Nah I wont use 2003.  I just was reading the examples and
 such and obviously
 the documentation is not sufficient.  I wanted to do
 something simple and
 just use their code to add a bot the the server.  But
 obviously they have
 no simple code to do this.  However they should have such
 simple example
 code.  I guess I expect too much.

 I plan on checking out your 2005 link there.  :)

 Thanks

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Robbie Groenewoudt
  Sent: Wednesday, August 02, 2006 2:51 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Basic Bot Stub
 
  --
  [ Picked text/plain from multipart/alternative ]
  * rereads message
 
  Are you sure you want to make a bot? if you just started, I
  would recommened
  to do something simple first. Download some open-source
  serverplugins and
  take a look in it. There are also open-source bots.
 
  Second, you are talking about Dod: Source and modcode.
  However, there's no
  modcode available for DODS. You will have to make a
  serverplugin and don't
  use modcode. (That is for HL2(DM))
 
  Third: Many people still have loads of errors with 2005. The
  VDC page is
  only about the modcode so it would be hard to fix server
  plugins for 2005. I
  would recommend using Visual Studio 2003.
 
  On 8/2/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
  
   1. Turn off digest mode... It sucks when also replying at
  the list ;)
   2. http://developer.valvesoftware.com/wiki/Compiling_under_VS2005
  
  
   On 8/2/06, Scott Tuttle [EMAIL PROTECTED] wrote:
   
I guess that's just a small amount of the compile errors
  I am getting.
   
I wont burden the list by posting all of them :)
   
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Scott Tuttle
 Sent: Wednesday, August 02, 2006 2:33 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Basic Bot Stub

 Dear List:

 I have been looking at the sdk code all day.  Trying to get a
 basic project
 setup that would allow me to do some bot work.  Specifically
 dod source.  I
 see there are some deficiencies in the plugin aspect and am
 looking at the
 mod aspect.

 I downloaded the sdk but am having some problems:

 1. I have visual studio 2005 and cannot compile the
  current sample mod
 project created.  I used the integrated conversion tool to
 open up the 2003
 project and covert it to 2005.  But, when I try to compile, I
 am getting
 some errors.  Compile errors are attached 

Re: [hlcoders] Basic Bot Stub

2006-08-03 Thread Charles Solar

Scott if you look here:
http://filebase.bots-united.com/index.php?action=categoryid=19
and download a file called RCBot 2 Base Source, it has a basic
stucture to have moving and working bots.  At the moment it only fires
in hl2dm, but in dod source it actually allows you to place way
points, and have bots roam around.
My team and I have actually been working on getting bots up and
working for our project, its a mod for dods and I am sure when we are
done it will work in regular dods also.  Of course the bots are going
to be pretty stupid, with so many plugin limitations, but all we
really need is a moving model that shots at enemies any way.

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RE: [hlcoders] Basic Bot Stub

2006-08-03 Thread Scott Tuttle
 I don't have the sdk in front of me, but if there are variables and/or
 functions defined in there and you remove them you are going
 to get linker
 errors. Looks like thats exactly what is happening. That file
 is probably in
 there for a reason. You can't just remove arbitrary files and
 expect things
 to keep working.

I guess its my fault when I look at a server plugin example thinking it
would also not just work... But explain why it works...

Maybe it would have made more sense to me if they  had instead called
serverplugin_empty.cpp main.ccp required.  Obviously it is required.  And I
wasn't trying to remove arbitryary files but instead wondering if any of
it wasn't needed Some of the calls clearly in serverplugin_empty.cpp are
not required especially if I can just instead place the same CON_COMMANDS
and ConVar statements in serverplugin_bot.cpp.  Although it isnt exactly
clear... it is more of an assumption, based on not really having any
documentation about what the plugin calls are doing.

So thanks for answering my questions in a non-answer sort of way.


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RE: [hlcoders] Basic Bot Stub

2006-08-03 Thread Scott Tuttle

 Scott if you look here:
 http://filebase.bots-united.com/index.php?action=categoryid=19
 and download a file called RCBot 2 Base Source, it has a basic
 stucture to have moving and working bots.  At the moment it only fires
 in hl2dm, but in dod source it actually allows you to place way
 points, and have bots roam around.

Thank you for your great reply. :)


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Re: [hlcoders] Basic Bot Stub

2006-08-03 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Yea unfortunately the documentation is pretty non-existant. If you take one
of those open source bot plugins, you should be able to load it and spawn
bots in any mod, though to get them to use weapons you will need to make
source changes to pass the appropriate weapon names into SetActiveWeapon and
stuff.

On 8/3/06, Scott Tuttle [EMAIL PROTECTED] wrote:

  I don't have the sdk in front of me, but if there are variables and/or
  functions defined in there and you remove them you are going
  to get linker
  errors. Looks like thats exactly what is happening. That file
  is probably in
  there for a reason. You can't just remove arbitrary files and
  expect things
  to keep working.

 I guess its my fault when I look at a server plugin example thinking it
 would also not just work... But explain why it works...

 Maybe it would have made more sense to me if they  had instead called
 serverplugin_empty.cpp main.ccp required.  Obviously it is required.  And
 I
 wasn't trying to remove arbitryary files but instead wondering if any of
 it wasn't needed Some of the calls clearly in serverplugin_empty.cpp
 are
 not required especially if I can just instead place the same CON_COMMANDS
 and ConVar statements in serverplugin_bot.cpp.  Although it isnt exactly
 clear... it is more of an assumption, based on not really having any
 documentation about what the plugin calls are doing.

 So thanks for answering my questions in a non-answer sort of way.


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Re: [hlcoders] Distance Variant Sounds

2006-08-03 Thread Daniel Menard

Well I breakpointed that line and the roll is getting sent properly,
however it seems that the spatialization system doesn't handle it
properly. As soon as the roll is non-zero you get weird inversions.
This happens when you pitch over 90 degrees also (the angles go from
[0 90 0] to [180 89 180]). I guess I will write this off as an engine
limitation and live with it.

Jay, if you ever want to test this yourself, set sv_rollangle to 180
and throw a grenade straight ahead then sidestep to cause the view to
roll. You will see that the grenade will sound like its coming from
behind you at 180, coming from the left at 90 degrees roll and from
the right at 270 degrees roll.

On 8/2/06, Jay Stelly [EMAIL PROTECTED] wrote:

src/cl_dll/view.cpp:
engine-SetHearingOrigin( m_View.origin, m_View.angles );


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Daniel Menard
 Sent: Wednesday, August 02, 2006 8:09 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Distance Variant Sounds

 Ok Jay, I got my attenuation problem fixed (attenuation was
 set way too low, 140dB is darn loud). Now I have another
 question. We've been having sound spacialization issues with
 our vehicles. They're space vehicles so we got the whole 6
 degrees of freedom thing going. The sound spatialization
 seems to really get out of wack when you roll the craft
 though. Say I have a firing sound playing straight ahead, if
 I roll continuously, the sound travels around in a circle.
 Something similar happens when the pitch goes beyond 90
 degrees up or down. If I stay within player limits for yaw
 and pitch and keep my roll at 0, everything works fine.
 Beyond that, its anybody's guess where the sound is coming
 from. When I'm upside down in a roll... the sound seems to be
 completely inverted (sound on the left coming from right
 channel). Is there some SDK function I can modify to change
 this behavior or its an engine limitation? My guess would be
 that its using the forward vector to find pitch and yaw but
 forgets about roll (which would invert the channels for correctness).

 On 8/1/06, Jay Stelly [EMAIL PROTECTED] wrote:
  It's not in the SDK update or in development at this time.
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf
 Of Daniel
   Menard
   Sent: Tuesday, August 01, 2006 2:06 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Distance Variant Sounds
  
   I'm using the standard WeaponSound code to play these sounds, yet
   they still come out really loud at a distance. I tried to
 run them
   with spatialized stereo again and same problem. I guess I'm gonna
   turn my attention to the code and see if anything is missing.
  
   On a side note, any chance the fade start/end distances can be
   placed in the script in the following SDK update (or the
 one after)?
  
   On 8/1/06, Jay Stelly [EMAIL PROTECTED] wrote:
updated with distances (no they can't be modified without
   changing the
engine code at present):
http://developer.valvesoftware.com/wiki/Soundscripts
   
I don't see any issue with spatialization of distance
   variant sounds.
My guess is that you aren't emitting the sound from a
 particular
entity (using the world?) or the codepath you are using is
   not passing
the origin through in some case.
   
   
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf
   Of Daniel
 Menard
 Sent: Tuesday, August 01, 2006 9:12 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Distance Variant Sounds

 Is it possible to change the distance at which the
   distance variant
 sounds are crossfaded. Right now the default seems to be
   1000 units
 or so. Is there some way to modify this in the script?

 Also, these seems to be a bug with distance variant
 sounds where
 they don't attenuate correctly, was this planned? I am
   trying to use
 it for engine sounds and it sounds like its right infront
   of you and
 its 4000 units away (120dB soundlevel). Is there some way to
 turn this attenuation back on. If I stereo spatialize the
 sounds, they seem to attenuate fine.

 I've noticed that sounds using CHAN_STATIC are not
 attenuated,
 however these are CHAN_AUTO (they are replaced with
 appropriate
 channels in code, the 3 possible channels are
   CHAN_WEAPON, CHAN_ITEM
 and CHAN_BODY). Here is what the script looks like:

 Engine.MainThrust
 {
   channel   CHAN_AUTO
   volume0.6
   soundlevelSNDLVL_120dB

   wave  ^engines/main_thruster.wav
 }

 I dunno if anyone can help with this?

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RE: [hlcoders] Basic Bot Stub

2006-08-03 Thread Scott Tuttle
 I grabbed the bits and pieces from the serverplugin_empty and added them to
the serverplugin_bot and did some file and project name changes to get what
I want.

I am happy with what I have right now.

I understand the limitations of some of the information that has not been
exposed.  Just figured it might be interesting enough to do some fiddling.
:)

Thanks for the help all...

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Jeremy Swigart
 Sent: Thursday, August 03, 2006 2:35 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Basic Bot Stub

 --
 [ Picked text/plain from multipart/alternative ]
 Yea unfortunately the documentation is pretty non-existant.
 If you take one
 of those open source bot plugins, you should be able to load
 it and spawn
 bots in any mod, though to get them to use weapons you will
 need to make
 source changes to pass the appropriate weapon names into
 SetActiveWeapon and
 stuff.

 On 8/3/06, Scott Tuttle [EMAIL PROTECTED] wrote:
 
   I don't have the sdk in front of me, but if there are
 variables and/or
   functions defined in there and you remove them you are going
   to get linker
   errors. Looks like thats exactly what is happening. That file
   is probably in
   there for a reason. You can't just remove arbitrary files and
   expect things
   to keep working.
 
  I guess its my fault when I look at a server plugin example
 thinking it
  would also not just work... But explain why it works...
 
  Maybe it would have made more sense to me if they  had
 instead called
  serverplugin_empty.cpp main.ccp required.  Obviously it is
 required.  And
  I
  wasn't trying to remove arbitryary files but instead
 wondering if any of
  it wasn't needed Some of the calls clearly in
 serverplugin_empty.cpp
  are
  not required especially if I can just instead place the
 same CON_COMMANDS
  and ConVar statements in serverplugin_bot.cpp.  Although it
 isnt exactly
  clear... it is more of an assumption, based on not really having any
  documentation about what the plugin calls are doing.
 
  So thanks for answering my questions in a non-answer sort of way.
 
 
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  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] Entity Creation (client)

2006-08-03 Thread Matt Boone
The entity is not created on the client until they are in the same PVS.
If it goes out of the pvs afterwards, it become dormant.

Matt

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
Sent: Wednesday, August 02, 2006 8:35 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Entity Creation (client)

Suppose that you have an entity created by the server out of the PVS of
a particular client.  Then does the entity get created also on the
client at that time?  Or is the creation not done until the entity
enters the client PVS?

-John Sheu

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Re: [hlcoders] Distance Variant Sounds

2006-08-03 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
You could zero out the roll when SetHearingOrigin is called


--
ts2do
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Re: [hlcoders] Distance Variant Sounds

2006-08-03 Thread John Sheu
On Thursday 03 August 2006 8:14 pm, Aaron Schiff wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 You could zero out the roll when SetHearingOrigin is called

Just zeroing out won't work: as a trivial example, consider the difference
between pitch,yaw,roll [0,0,180] and [0,0,0].  The first is inverted, the
second is not.

-John Sheu

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Re: [hlcoders] HL2DM bots

2006-08-03 Thread bloodykenny
This is great information, and not at all what I thought was being complained 
about earlier.  I don't believe anyone's posted these complaints here or on 
Verc before.  I don't suppose you'd like to consolidate this information into a 
wiki page so Valve has a central place to go to for those bugs...?

At 2006/08/02 08:38 AM, Jeffrey \botman\ Broome wrote:
Jeremy Swigart wrote:
--
[ Picked text/plain from multipart/alternative ]
You certainly do need access to a hell of alot more than what the server
plugins provide. The properties of the weapon is not in any way part of the
problem. It's finding out if the bot has a particular weapon, and then
somehow changing to it, not to mention querying the weapon ammo.

...also being able to determine what weapon other players/bots currently
have deployed (so you know whether to stand and fight or run away).

Being able to know which weapon and/or ammo pickups are active (i.e. the
weapon/ammo has spawned and can currently be picked up).  Being able to
determine if wall chargers are usable or not (have they been used up?).
 Being able to determine the state/location of platforms and doors (do
I need to wait for a moving platform/lift or is it already at the
bottom/top?).  Being able to detect bullet or explosive projectile
impacts and sounds.  Being able to tell when things like flashbang
grenades have exploded so that the bot reacts properly.

These are just a few of the things that aren't easily accessible via
plugins.  Without the plugin system supporting these types of querries,
developing an easy-to-maintain and mod release agnostic plugin bot will
be extremely difficult.

--
Jeffrey botman Broome

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Re: [hlcoders] Upcoming SDK Release

2006-08-03 Thread bloodykenny
There was, around that time period, the Outlook preview pane bug where it'd run 
script code from an iframe, if I recall correctly.

At 2006/08/02 02:31 PM, Nick wrote:
On 8/2/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
Wasn't the 2004 HL2 source leaked due a bug in Outlook?
I use gmail and threads work perfect for me. I setup my own filter in
gmail so i can sort them easily.

about the leak, i think it involved something about outlook exploit
and a hacked version of pcanywhere?

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Re: [hlcoders] HL2DM bots

2006-08-03 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
It has been explained several times on here. I've also sent detailed lists
directly to valve, so they know whats missing.

On 8/3/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:

 This is great information, and not at all what I thought was being
 complained about earlier.  I don't believe anyone's posted these complaints
 here or on Verc before.  I don't suppose you'd like to consolidate this
 information into a wiki page so Valve has a central place to go to for those
 bugs...?

 At 2006/08/02 08:38 AM, Jeffrey \botman\ Broome wrote:
 Jeremy Swigart wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 You certainly do need access to a hell of alot more than what the server
 plugins provide. The properties of the weapon is not in any way part of
 the
 problem. It's finding out if the bot has a particular weapon, and then
 somehow changing to it, not to mention querying the weapon ammo.
 
 ...also being able to determine what weapon other players/bots currently
 have deployed (so you know whether to stand and fight or run away).
 
 Being able to know which weapon and/or ammo pickups are active (i.e. the
 weapon/ammo has spawned and can currently be picked up).  Being able to
 determine if wall chargers are usable or not (have they been used up?).
  Being able to determine the state/location of platforms and doors (do
 I need to wait for a moving platform/lift or is it already at the
 bottom/top?).  Being able to detect bullet or explosive projectile
 impacts and sounds.  Being able to tell when things like flashbang
 grenades have exploded so that the bot reacts properly.
 
 These are just a few of the things that aren't easily accessible via
 plugins.  Without the plugin system supporting these types of querries,
 developing an easy-to-maintain and mod release agnostic plugin bot will
 be extremely difficult.
 
 --
 Jeffrey botman Broome
 
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