Re: [hlcoders] Easy way to delete files
-- [ Picked text/plain from multipart/alternative ] Use filesystem-RemoveFile( szFilename, MOD ); // Use MOD to have root refering to your mod's folder, use GAME to refer to upper folder. [EMAIL PROTECTED] 2007/12/2, Mark Chandler [EMAIL PROTECTED]: Ah using valves filesystem. I know how to delete a file in raw c++ but I don't want to do it in it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Sunday, December 02, 2007 3:08 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Easy way to delete files 1. // Snippet to delete files 2. 3. 4. #include iostream 5. 6. using namespace std; 7. 8. 9. int main () 10. { 11. 12. 13. if( remove( C:\\File.txt ) == -1 ) // You can change this to a directory 14. // of your file. 15. cout Error deleting file; 16. 17. else 18. 19. cout File successfully deleted; 20. 21. 22. return 0; 23. 24. } ? On Dec 1, 2007 11:33 PM, Mark Chandler [EMAIL PROTECTED] wrote: Im implementing a different save system for my mod than the one valve uses. Its going well and works 100% except I cant find a function to remove files form the users hdd. I have an erase button *which deletes the save) and I want to remove the file that that save represents. Any ideas? Mark ___ 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 -- --- [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 3rd person cam, player's animation
-- [ Picked text/plain from multipart/alternative ] I am creating a mod with own models and animation and I am having a problem whereby the main player model doesn't play the the correct animations when the keys are pressed, like key W-Plays animation running forward key A -Plays animation shafting left key S -Plays animation running backwards key D -Plays animation shafting right Right now, the animations played for all four keys are the running forward animation. In the .qc file at the move_yaw the animations are working inside the hlmv.exe but not in the mod. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 3rd person cam, player's animation
-- [ Picked text/plain from multipart/alternative ] Make sure you are specifying 8-way animation in sdk_playeranimstate.cpp. - Original Message - From: Alvin Ng [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, December 02, 2007 9:38 PM Subject: [hlcoders] 3rd person cam, player's animation -- [ Picked text/plain from multipart/alternative ] I am creating a mod with own models and animation and I am having a problem whereby the main player model doesn't play the the correct animations when the keys are pressed, like key W-Plays animation running forward key A -Plays animation shafting left key S -Plays animation running backwards key D -Plays animation shafting right Right now, the animations played for all four keys are the running forward animation. In the .qc file at the move_yaw the animations are working inside the hlmv.exe but not in the mod. -- ___ 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] NPC Animation Latency...
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I have developed npcs deriving off the PlayerCompanion class and I am having some issues. The first thing I tried was disabling any possible prediction issues or anything related to that, but it did not solve anything. ie CDisablePrediction Filtering. What is occuring is NPC animations are jittery and sometimes will enter jesus pose breifly. As well sometimes odd animation issues occur where the feet are using wrong pose parameters to actual movement. Like the npc is walking nw direction facing north and the feet look like they are strafing toward the east . The issue also only occurs in Listen Servers. In dedicated servers the animations all work fantastically. Any help is appreciated. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders