Re: [hlcoders] Headcrab grenade

2006-08-17 Thread Adam \"amckern\" Mckern
Just expand the hard coded bounds to something larger,
such as that of a normnal headcrab (that i understand
is 32 units)

I know for a fact, but cant be assed at the moment
giving the exact line of code but i do know its got a
comment //hard coded for now attached to it.

Adam

--- TheDisturbedOne TheDisturbedOne
<[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Alright I know I can just add
>
> CBaseEntity::Create( "npc_headcrab",
> GetLocalOrigin(), QAngle(0,0,0) );
>
> inside the first if that checks if the timer is up
> if I copy the code from
> the Detonate function under
>
> CGrenadeFrag::DelayThink()
>
> inside GrenadeFrag.cpp That works ok unless you
> throw the grenade near a
> wall, in which case the headcrab becomes stuck. I
> need to check a radius
> around the LocalOrigin of the grenade to see if
> there are any walls inside
> the radius, and if so move around and recheck
> position like the section
> under
>
> // Check if fire is in a wall, if so try shifting
> around a bit
>
> in the fire.cpp . I tried to use that bit of code
> from fire.cpp as a guide
> but I got lost along the way. I'd like to have
> something like Crabspawn() I
> could stick after the if. Any help and or hits
> appreciated.
> --
>
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[hlcoders] Headcrab grenade

2006-08-17 Thread TheDisturbedOne TheDisturbedOne
--
[ Picked text/plain from multipart/alternative ]
Alright I know I can just add

CBaseEntity::Create( "npc_headcrab", GetLocalOrigin(), QAngle(0,0,0) );

inside the first if that checks if the timer is up if I copy the code from
the Detonate function under

CGrenadeFrag::DelayThink()

inside GrenadeFrag.cpp That works ok unless you throw the grenade near a
wall, in which case the headcrab becomes stuck. I need to check a radius
around the LocalOrigin of the grenade to see if there are any walls inside
the radius, and if so move around and recheck position like the section
under

// Check if fire is in a wall, if so try shifting around a bit

in the fire.cpp . I tried to use that bit of code from fire.cpp as a guide
but I got lost along the way. I'd like to have something like Crabspawn() I
could stick after the if. Any help and or hits appreciated.
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Re: [hlcoders] Decompile Models

2006-08-17 Thread TheDisturbedOne TheDisturbedOne
--
[ Picked text/plain from multipart/alternative ]
Take a hex editor, find ToolsAppID in StudioCompiller.exe and change the
first letter to an F or something. FoolsAppID. Mine works after doing so. I
think I found the trick on his forums.
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Re: [hlcoders] Decompile Models

2006-08-17 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
I must be one of the very few people who doesn't have many problems with
mdldecompiler. I've never encountered the Steam App ID error, and the only
thing that occasionally happens is that it crashes. Alot of the time I've
found its if you have Steam File Access enabled, or using a long-ish path.

On 8/18/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> mdldecompiler's article does have a link to a working version
>
> On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > I agree; Hammer is nice you have to admit - but they need to extend
> their
> > GUI elements for
> > tools and it woulden't be more than a days work if your not a lazy ass
> > like me.
> >
> > Valve Software although are more contributing and kinder to the MOD
> > community than most
> > other's are (cough ID Software) (cough suck dick) from what I have seen
> > though.
> >
> > The source engine does kick ass and the Valve Staff are very kind to
> help
> > mod developers
> > as you can see on this mailing list.
> >
> > Please disregard my immaturity in this reply.
> >
> > On 17 Aug 2006 at 19:36, Nick wrote:
> >
> > >  Mldecompiler is broken. I am very shocked that all mod developers
> > > must rely on flimsy broken 3rd party tools to do something valve
> > > should, and could very easily provide. I know the people who work at
> > > valve are highly trained and capable of providing one of the most
> > > advanced game engines available today, so I can only assume valve
> > > doesn't care enough about the mod developers to provide adequate mod
> > > tools. Another example of a tool that could easily be created if valve
> > > actually cared enough would be a GUI model compiler. I love valve, and
> > > only play their games, but sometimes valve really disappoints me.
> > >
> > >
> > > On 8/17/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > http://developer.valvesoftware.com/wiki/Mdldecompiler
> > > >
> > > > On 8/17/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > [EMAIL PROTECTED] wrote:
> > > > > > Any one know how to decompile HL2 model files?
> > > > > >
> > > > > > I want to make a few changes to one of the guns.
> > > > > >
> > > > > > Thanks;
> > > > > > Yanii
> > > > > >
> > > > >
> > > > > Hey, aren't you the same guy as [EMAIL PROTECTED] ? Why'd
> you
> > > > > change your email?
> > > > >
> > > > > --
> > > > > Jorge "Vino" Rodriguez
> > > > >
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > >
> > > > --
> > > > ts2do
> > > > --
> > > >
> > > > ___
> > > > 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:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ts2do
> --
>
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Re: [hlcoders] .vmf/.bsp importer for 3ds Max

2006-08-17 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Adam is right, but that will probably only export map geometry. DXF doesn't
save texture co-ordinates to my knowledge, so you'll have a bunch of
untextuerd blocks.

On 8/18/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> You can export maps from Hammer in the DXF format by
> clicking file>export to .DXF
>
> As i understand DXF is a portable model format
>
> Adam
>
> --- Arpitha Shetty <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hi,
> >
> > Is there a plugin for importing .vmf or .bsp files
> > in 3ds Max?
> >
> > Please send me link if any.
> >
> > Thanks in advance.
> >
> > Regards,
> > ::Arpitha
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
> > the list archives, please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> 
> Nigredo Studios http://www.nigredostudios.com
>
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Re: [hlcoders] multiple spawn points

2006-08-17 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
You need to open up your code...look for spawnpoint

On 8/17/06, Greg Lindquist <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I've followed the team creation tutorials, and everything works fine. They
> do all spawn in the same location though. Can someone walk through the
> process of creating the entity that will let me choose which team will
> spawn
> from that entity?
>
> This way I can have Team 1 spawn on one side of the map, and Team 2 spawn
> on
> the other. I really appreciate the help.
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>


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Re: [hlcoders] Decompile Models

2006-08-17 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
mdldecompiler's article does have a link to a working version

On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> I agree; Hammer is nice you have to admit - but they need to extend their
> GUI elements for
> tools and it woulden't be more than a days work if your not a lazy ass
> like me.
>
> Valve Software although are more contributing and kinder to the MOD
> community than most
> other's are (cough ID Software) (cough suck dick) from what I have seen
> though.
>
> The source engine does kick ass and the Valve Staff are very kind to help
> mod developers
> as you can see on this mailing list.
>
> Please disregard my immaturity in this reply.
>
> On 17 Aug 2006 at 19:36, Nick wrote:
>
> >  Mldecompiler is broken. I am very shocked that all mod developers
> > must rely on flimsy broken 3rd party tools to do something valve
> > should, and could very easily provide. I know the people who work at
> > valve are highly trained and capable of providing one of the most
> > advanced game engines available today, so I can only assume valve
> > doesn't care enough about the mod developers to provide adequate mod
> > tools. Another example of a tool that could easily be created if valve
> > actually cared enough would be a GUI model compiler. I love valve, and
> > only play their games, but sometimes valve really disappoints me.
> >
> >
> > On 8/17/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > http://developer.valvesoftware.com/wiki/Mdldecompiler
> > >
> > > On 8/17/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> > > >
> > > > [EMAIL PROTECTED] wrote:
> > > > > Any one know how to decompile HL2 model files?
> > > > >
> > > > > I want to make a few changes to one of the guns.
> > > > >
> > > > > Thanks;
> > > > > Yanii
> > > > >
> > > >
> > > > Hey, aren't you the same guy as [EMAIL PROTECTED] ? Why'd you
> > > > change your email?
> > > >
> > > > --
> > > > Jorge "Vino" Rodriguez
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > >
> > > --
> > > ts2do
> > > --
> > >
> > > ___
> > > 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
>
>


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Re: [hlcoders] .vmf/.bsp importer for 3ds Max

2006-08-17 Thread Adam \"amckern\" Mckern
You can export maps from Hammer in the DXF format by
clicking file>export to .DXF

As i understand DXF is a portable model format

Adam

--- Arpitha Shetty <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> Is there a plugin for importing .vmf or .bsp files
> in 3ds Max?
>
> Please send me link if any.
>
> Thanks in advance.
>
> Regards,
> ::Arpitha
> --
>
> ___
> To unsubscribe, edit your list preferences, or view
> the list archives, please visit:
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>



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[hlcoders] multiple spawn points

2006-08-17 Thread Greg Lindquist
--
[ Picked text/plain from multipart/alternative ]
I've followed the team creation tutorials, and everything works fine. They
do all spawn in the same location though. Can someone walk through the
process of creating the entity that will let me choose which team will spawn
from that entity?

This way I can have Team 1 spawn on one side of the map, and Team 2 spawn on
the other. I really appreciate the help.
--

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[hlcoders] .vmf/.bsp importer for 3ds Max

2006-08-17 Thread Arpitha Shetty
--
[ Picked text/plain from multipart/alternative ]
Hi,

Is there a plugin for importing .vmf or .bsp files in 3ds Max?

Please send me link if any.

Thanks in advance.

Regards,
::Arpitha
--

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Re: [hlcoders] Decompile Models

2006-08-17 Thread webmaster
I agree; Hammer is nice you have to admit - but they need to extend their GUI 
elements for
tools and it woulden't be more than a days work if your not a lazy ass like me.

Valve Software although are more contributing and kinder to the MOD community 
than most
other's are (cough ID Software) (cough suck dick) from what I have seen though.

The source engine does kick ass and the Valve Staff are very kind to help mod 
developers
as you can see on this mailing list.

Please disregard my immaturity in this reply.

On 17 Aug 2006 at 19:36, Nick wrote:

>  Mldecompiler is broken. I am very shocked that all mod developers
> must rely on flimsy broken 3rd party tools to do something valve
> should, and could very easily provide. I know the people who work at
> valve are highly trained and capable of providing one of the most
> advanced game engines available today, so I can only assume valve
> doesn't care enough about the mod developers to provide adequate mod
> tools. Another example of a tool that could easily be created if valve
> actually cared enough would be a GUI model compiler. I love valve, and
> only play their games, but sometimes valve really disappoints me.
>
>
> On 8/17/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > http://developer.valvesoftware.com/wiki/Mdldecompiler
> >
> > On 8/17/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> > >
> > > [EMAIL PROTECTED] wrote:
> > > > Any one know how to decompile HL2 model files?
> > > >
> > > > I want to make a few changes to one of the guns.
> > > >
> > > > Thanks;
> > > > Yanii
> > > >
> > >
> > > Hey, aren't you the same guy as [EMAIL PROTECTED] ? Why'd you
> > > change your email?
> > >
> > > --
> > > Jorge "Vino" Rodriguez
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > ts2do
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
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> visit:
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Re: [hlcoders] Decompile Models

2006-08-17 Thread webmaster
Cannon Fodder's tools no longer work.

On 17 Aug 2006 at 19:21, Aaron Schiff wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> http://developer.valvesoftware.com/wiki/Mdldecompiler
>
> On 8/17/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> >
> > [EMAIL PROTECTED] wrote:
> > > Any one know how to decompile HL2 model files?
> > >
> > > I want to make a few changes to one of the guns.
> > >
> > > Thanks;
> > > Yanii
> > >
> >
> > Hey, aren't you the same guy as [EMAIL PROTECTED] ? Why'd you
> > change your email?
> >
> > --
> > Jorge "Vino" Rodriguez
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ts2do
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
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Re: [hlcoders] Decompile Models

2006-08-17 Thread Nick

Mldecompiler is broken. I am very shocked that all mod developers
must rely on flimsy broken 3rd party tools to do something valve
should, and could very easily provide. I know the people who work at
valve are highly trained and capable of providing one of the most
advanced game engines available today, so I can only assume valve
doesn't care enough about the mod developers to provide adequate mod
tools. Another example of a tool that could easily be created if valve
actually cared enough would be a GUI model compiler. I love valve, and
only play their games, but sometimes valve really disappoints me.


On 8/17/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:

--
[ Picked text/plain from multipart/alternative ]
http://developer.valvesoftware.com/wiki/Mdldecompiler

On 8/17/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
>
> [EMAIL PROTECTED] wrote:
> > Any one know how to decompile HL2 model files?
> >
> > I want to make a few changes to one of the guns.
> >
> > Thanks;
> > Yanii
> >
>
> Hey, aren't you the same guy as [EMAIL PROTECTED] ? Why'd you
> change your email?
>
> --
> Jorge "Vino" Rodriguez
>
>
> ___
> 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] SetThink

2006-08-17 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
The function for C_BaseEntity is ClientThink()

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Re: [hlcoders] Decompile Models

2006-08-17 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
http://developer.valvesoftware.com/wiki/Mdldecompiler

On 8/17/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
>
> [EMAIL PROTECTED] wrote:
> > Any one know how to decompile HL2 model files?
> >
> > I want to make a few changes to one of the guns.
> >
> > Thanks;
> > Yanii
> >
>
> Hey, aren't you the same guy as [EMAIL PROTECTED] ? Why'd you
> change your email?
>
> --
> Jorge "Vino" Rodriguez
>
>
> ___
> 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] Decompile Models

2006-08-17 Thread Jorge Rodriguez

[EMAIL PROTECTED] wrote:

Any one know how to decompile HL2 model files?

I want to make a few changes to one of the guns.

Thanks;
Yanii



Hey, aren't you the same guy as [EMAIL PROTECTED] ? Why'd you
change your email?

--
Jorge "Vino" Rodriguez


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[hlcoders] Decompile Models

2006-08-17 Thread webmaster
Any one know how to decompile HL2 model files?

I want to make a few changes to one of the guns.

Thanks;
Yanii

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Re: [hlcoders] Reloading while running/walking?

2006-08-17 Thread Michael Chang
--
[ Picked text/plain from multipart/alternative ]
The first thing I would do is go to HLMV and see if any of the sequences
match those ACTS, and see the differences in HLMV.

Unfortunately, HLMV is broken right now. You can only see single-player
sequences!

I actually don't know why there are duplicate-sounding ACTs like that. I
would love to know the answer to this question as well.
--

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Re: [hlcoders] Underwater Kills

2006-08-17 Thread webmaster
Shit your right; I missed off the "_DLL" how the fuck did I not notice that?!

You are my hero; Thank you so much man! :D

On 17 Aug 2006 at 18:24, Skillet wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Is HL2 defined in the project options?
>
> On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Content-description: Mail message body
> >
> > if ( !bFired && (pOwner->m_nButtons & IN_ATTACK) &&
> > (m_flNextPrimaryAttack <=
> > gpGlobals->curtime))
> > {
> > // Clip empty? Or out of ammo on a no-clip weapon?
> > if ( !IsMeleeWeapon() &&
> > (( UsesClipsForAmmo1() && m_iClip1 <= 0) || (
> > !UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType)<=0 )) )
> > {
> > HandleFireOnEmpty();
> > }
> > else if (pOwner->GetWaterLevel() == 3 &&
> > m_bFiresUnderwater == false)
> > {
> > PrecacheScriptSound( "Water.Spark" );
> > EmitSound( "Water.Spark" );
> >
> > #ifdef HL2
> > CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
> > if(pPlayer->IsAlive())
> > {
> > pPlayer->m_iHealth = 0;
> > pPlayer->Event_Killed( CTakeDamageInfo(
> > pPlayer,
> > pPlayer, 0, DMG_NEVERGIB ) );
> > pPlayer->Event_Dying();
> > }
> > #endif
> >
> > That's in "basecombatweapon_shared.cpp" and it doesn't seem to be working;
> > it's ment to
> > play a sound and then kill the plater if they fire a gun under water.
> >
> > Any idea why?
> >
> > Thanks;
> > Yanii
> >
> > --
> >
> > ___
> > 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] SetThink

2006-08-17 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
IIRC SetThink doesn't work on the client.  The method I used was to override
the virtual function ClientThink in C_BaseEntity and use the
SetNextClientThink() function in lieu of SetNextThink().  Looking at
c_baseentity.cpp you should be able to duplicate SetThink() with
SetThinkHandle().

On 8/17/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> SetThink and SetNextThink are in c_baseentity.h and basentity.h
>
> You can include them simply with cbase.h.
>
>
> You also need to declare the think functions in a DATADESC as Steve
> showed.
> --
>
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Re: [hlcoders] Underwater Kills

2006-08-17 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Is HL2 defined in the project options?

On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Content-description: Mail message body
>
> if ( !bFired && (pOwner->m_nButtons & IN_ATTACK) &&
> (m_flNextPrimaryAttack <=
> gpGlobals->curtime))
> {
> // Clip empty? Or out of ammo on a no-clip weapon?
> if ( !IsMeleeWeapon() &&
> (( UsesClipsForAmmo1() && m_iClip1 <= 0) || (
> !UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType)<=0 )) )
> {
> HandleFireOnEmpty();
> }
> else if (pOwner->GetWaterLevel() == 3 &&
> m_bFiresUnderwater == false)
> {
> PrecacheScriptSound( "Water.Spark" );
> EmitSound( "Water.Spark" );
>
> #ifdef HL2
> CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
> if(pPlayer->IsAlive())
> {
> pPlayer->m_iHealth = 0;
> pPlayer->Event_Killed( CTakeDamageInfo(
> pPlayer,
> pPlayer, 0, DMG_NEVERGIB ) );
> pPlayer->Event_Dying();
> }
> #endif
>
> That's in "basecombatweapon_shared.cpp" and it doesn't seem to be working;
> it's ment to
> play a sound and then kill the plater if they fire a gun under water.
>
> Any idea why?
>
> Thanks;
> Yanii
>
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlcoders] SetThink

2006-08-17 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
SetThink and SetNextThink are in c_baseentity.h and basentity.h

You can include them simply with cbase.h.


You also need to declare the think functions in a DATADESC as Steve showed.
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Re: [hlcoders] SetThink

2006-08-17 Thread webmaster
I am trying to use SetThink and SetNextThink from the Client.dll

On 17 Aug 2006 at 15:07, Steve Rabouin wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> I am using this for weapons
>
>
> #ifdef GAME_DLL
>
> BEGIN_DATADESC( CWeaponStuff )
>
> DEFINE_FUNCTION( BingBangWeoo )
>
> END_DATADESC()
>
> #endif
> On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > What headers are required for SetThink and SetNextThink?
> >
> > Thanks
> > Yanii
> >
> > ___
> > 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] Reloading while running/walking?

2006-08-17 Thread Gustavo Restrepo
--
[ Picked text/plain from multipart/alternative ]
Thanks for the info guys. While digging on the code i came up with a
question:
What is the difference between the following 2 activities:
1) ACT_GESTURE_RELOAD_SMG1
2) ACT_RELOAD_SMG1
A better question would be when would i want to use #1 instead of #2 and
what would be the visual differences.
Thanks


On 8/17/06, Michael Chang <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> If you're using HL2MP then it would be found under hl2mp_player.cpp with
> SetAnimation. SetAnimation parses the animation command given to it, then
> decides which animations to blend together.
>
> You'll notice two sets of commands.
>
> A "Gesture" is anything to do with arms (reloading, shooting, swinging
> crowbar). A "Sequence" or "Posture" is anything to do with legs (running,
> crouching, jump).
>
> Hope this helps!
> --
>
> ___
> 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] SetThink

2006-08-17 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
I am using this for weapons


#ifdef GAME_DLL

BEGIN_DATADESC( CWeaponStuff )

DEFINE_FUNCTION( BingBangWeoo )

END_DATADESC()

#endif
On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> What headers are required for SetThink and SetNextThink?
>
> Thanks
> Yanii
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlcoders] A tool retuned an Error Code.

2006-08-17 Thread lix
Uh the custom build output had a typo in it; I feel silly now.

Anyway thanks for the help. :P

On 17 Aug 2006 at 15:22, Benjamin Davison wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> I get this error usually when I have HL2 running or something, it seems to
> be an issue with the engine using the DLL's so the compiler can't copy them
> over.
>
> On 8/17/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm always getting that compile error but it works good.
> > Just check the date of the files in sourcemods/yourmod/bin. If that's oke,
> > just ignore the error.
> >
> > On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Content-description: Mail message body
> > >
> > > client error PRJ0019: A tool returned an error code from "Copying to
> > > destination folder"
> > >
> > > Yet another compile error I do not understand. If some one could assist
> > me
> > > with this I would
> > > be very greatfull.
> > >
> > > Thanks;
> > > Yanii
> > > --
> > >
> > > ___
> > > 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
> >
> >
>
>
> --
> - Benjamin Davison
> --
>
> ___
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[hlcoders] SetThink

2006-08-17 Thread webmaster
What headers are required for SetThink and SetNextThink?

Thanks
Yanii

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Re: [hlcoders] Aug4 SDK problems...

2006-08-17 Thread Luke Duguid

It is probably unrelated to most of these problems but worth mentioning,
if you follow the wiki instructions for perforce (which is in general
very thorough) pertaining to 'Integrating SDK Code Into your Mod', on a
step by step basis...

After getting a copy of the new (updated SDK) a revert is done on all
*.vcproj files, so that perforce does not try to merge them (automated
merging of *.vcproj files typically does not end well),  so it is up to
you to manually copy the changed *.vcproj files after the merge.

Also, there does not appear to be a step for ensuring that all new files
are added; after the revert a script something along the lines of ;
|
|set p4client=ValveSDKCode|
for /R %i in (*.*) do @p4 add "%i"|

should be performed. At this point your workspace is probably ready for
submission. I am not exactly sure how best to remove no longer used
files in the ValveSDKCode Branch, bar manually going through the new
*.vcproj files, eyeballing which files each project now uses then
removing old files no longer used, a step that is hard to automate bar
parsing *.vcproj files. But having said that, if your *.vcproj files are
the latest then it should not matter for the build process, it will just
mean a messy ValveSDKCode workspace cluttering up with unused files over
time.

ld.

Ben Everett wrote:

Thanks for the offer Michael... I uninstalled steam and backed up the HL2
GCFs. After re-installing steam and re-downloading the SDK and creating a
from-scratch mod, everything works now. The interesting thing is that there
are over 5,000 different comparisons on what I was trying to compile with
before versus what I am seeing now (and actually compiles). Odd...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer
Sent: Wednesday, August 16, 2006 6:07 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Aug4 SDK problems...

--
[ Picked text/plain from multipart/alternative ]
Those errors suggest that you have an old version of hltvcamera.h and
hltvcamera.cpp

as well as an old version of glow_overlay,h .

Your sdk is not updating all the files, make sure you aren't running steam
with -beta sdk, or -beta engine. Validate the SDK content, and refresh.


If you want a quick fix, email me seperatly, with the full list of errors,
and I can send you the correct files.
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[hlcoders] Underwater Kills

2006-08-17 Thread webmaster
--
[ Picked text/plain from multipart/alternative ]
Content-description: Mail message body

if ( !bFired && (pOwner->m_nButtons & IN_ATTACK) && 
(m_flNextPrimaryAttack <=
gpGlobals->curtime))
{
// Clip empty? Or out of ammo on a no-clip weapon?
if ( !IsMeleeWeapon() &&
(( UsesClipsForAmmo1() && m_iClip1 <= 0) || (
!UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType)<=0 )) )
{
HandleFireOnEmpty();
}
else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == 
false)
{
PrecacheScriptSound( "Water.Spark" );
EmitSound( "Water.Spark" );

#ifdef HL2
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if(pPlayer->IsAlive())
{
pPlayer->m_iHealth = 0;
pPlayer->Event_Killed( CTakeDamageInfo( pPlayer,
pPlayer, 0, DMG_NEVERGIB ) );
pPlayer->Event_Dying();
}
#endif

That's in "basecombatweapon_shared.cpp" and it doesn't seem to be working; it's 
ment to
play a sound and then kill the plater if they fire a gun under water.

Any idea why?

Thanks;
Yanii

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Re: [hlcoders] A tool retuned an Error Code.

2006-08-17 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
I get this error usually when I have HL2 running or something, it seems to
be an issue with the engine using the DLL's so the compiler can't copy them
over.

On 8/17/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I'm always getting that compile error but it works good.
> Just check the date of the files in sourcemods/yourmod/bin. If that's oke,
> just ignore the error.
>
> On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Content-description: Mail message body
> >
> > client error PRJ0019: A tool returned an error code from "Copying to
> > destination folder"
> >
> > Yet another compile error I do not understand. If some one could assist
> me
> > with this I would
> > be very greatfull.
> >
> > Thanks;
> > Yanii
> > --
> >
> > ___
> > 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
>
>


--
- Benjamin Davison
--

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Re: [hlcoders] A tool retuned an Error Code.

2006-08-17 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I'm always getting that compile error but it works good.
Just check the date of the files in sourcemods/yourmod/bin. If that's oke,
just ignore the error.

On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Content-description: Mail message body
>
> client error PRJ0019: A tool returned an error code from "Copying to
> destination folder"
>
> Yet another compile error I do not understand. If some one could assist me
> with this I would
> be very greatfull.
>
> Thanks;
> Yanii
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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[hlcoders] A tool retuned an Error Code.

2006-08-17 Thread webmaster
--
[ Picked text/plain from multipart/alternative ]
Content-description: Mail message body

client error PRJ0019: A tool returned an error code from "Copying to 
destination folder"

Yet another compile error I do not understand. If some one could assist me with 
this I would
be very greatfull.

Thanks;
Yanii
--

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Re: [hlcoders] Hammer Selection Problem

2006-08-17 Thread Nathan Voge
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]


Doh.. Never mind. I looked at the hotkey ref. "[X]  Display selection handles 
for object resizing." Now I feel like an idiot. That option was probably there 
the whole time.


  - Original Message -
  From: Nathan Voge
  To: hlcoders
  Sent: Thursday, August 17, 2006 3:44 AM
  Subject: [hlcoders] Hammer Selection Problem


  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  I love the new part movement in 3D (the rotating will take a while to get 
used to) but, I am having a problem now with selecting parts. It no longer goes 
rotated through all the object behind the first object in 3D view instead it 
acts like the 2d windows. Does anyone else have this problem with selecting?
  --


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[hlcoders] Hammer Selection Problem

2006-08-17 Thread Nathan Voge
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I love the new part movement in 3D (the rotating will take a while to get used 
to) but, I am having a problem now with selecting parts. It no longer goes 
rotated through all the object behind the first object in 3D view instead it 
acts like the 2d windows. Does anyone else have this problem with selecting?
--


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Re: [hlcoders] Reloading while running/walking?

2006-08-17 Thread Michael Chang
--
[ Picked text/plain from multipart/alternative ]
If you're using HL2MP then it would be found under hl2mp_player.cpp with
SetAnimation. SetAnimation parses the animation command given to it, then
decides which animations to blend together.

You'll notice two sets of commands.

A "Gesture" is anything to do with arms (reloading, shooting, swinging
crowbar). A "Sequence" or "Posture" is anything to do with legs (running,
crouching, jump).

Hope this helps!
--

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