Re: [hlcoders] Easy way to delete files

2007-12-02 Thread Janek
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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
 
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[hlcoders] 3rd person cam, player's animation

2007-12-02 Thread Alvin Ng
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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.
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Re: [hlcoders] 3rd person cam, player's animation

2007-12-02 Thread Minh
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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.
 --

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[hlcoders] NPC Animation Latency...

2007-12-02 Thread Christopher Harris
This is a multi-part message in MIME format.
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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.
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