Re: [hlcoders] Re: 3 round burst

2005-05-10 Thread Andre Bandarra
I think Tony has a good point there. Plus its easy to code...

On 5/10/05, bob [EMAIL PROTECTED] wrote:


 Thanks Again ---
 --- Robert I Chatman III
 --- www.swallowbush.com
 --- [EMAIL PROTECTED]
 --- (408) 569-4436


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Monday, May 09, 2005 6:25 AM
 To: hlcoders@list.valvesoftware.com
 Subject: hlcoders digest, Vol 1 #1908 - 9 msgs

 Send hlcoders mailing list submissions to
 hlcoders@list.valvesoftware.com

 To subscribe or unsubscribe via the World Wide Web, visit
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 or, via email, send a message with subject or body 'help' to
 [EMAIL PROTECTED]

 The three round burst is not nearly as complex as you are making it.

 Look here : http://www.swallowbush.com/forum/viewtopic.php?t=326

 By doing the code like this you don't have to worry about any of that
 shooting 3 at once drama. It always shoots 1. I actually have refined my
 code a bit more so if you want to, I can update my forum so it has the
 flagged version. I added a flag for automatic, as well as ready, to fix
 some bugs in my original code.


 ___
 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



Re: [hlcoders] Re: 3 round burst

2005-05-10 Thread Andre Bandarra
I gave a better thought about what Tony said.
The solution does not work...
Burst mode always fire 3 shot. Not more, not less. On his code, you
would be able to fire one or two shots while using burst mode

On 5/10/05, Andre Bandarra [EMAIL PROTECTED] wrote:
 I think Tony has a good point there. Plus its easy to code...

 On 5/10/05, bob [EMAIL PROTECTED] wrote:
 
 
  Thanks Again ---
  --- Robert I Chatman III
  --- www.swallowbush.com
  --- [EMAIL PROTECTED]
  --- (408) 569-4436
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  [EMAIL PROTECTED]
  Sent: Monday, May 09, 2005 6:25 AM
  To: hlcoders@list.valvesoftware.com
  Subject: hlcoders digest, Vol 1 #1908 - 9 msgs
 
  Send hlcoders mailing list submissions to
  hlcoders@list.valvesoftware.com
 
  To subscribe or unsubscribe via the World Wide Web, visit
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
  or, via email, send a message with subject or body 'help' to
  [EMAIL PROTECTED]
 
  The three round burst is not nearly as complex as you are making it.
 
  Look here : http://www.swallowbush.com/forum/viewtopic.php?t=326
 
  By doing the code like this you don't have to worry about any of that
  shooting 3 at once drama. It always shoots 1. I actually have refined my
  code a bit more so if you want to, I can update my forum so it has the
  flagged version. I added a flag for automatic, as well as ready, to fix
  some bugs in my original code.
 
 
  ___
  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] New Mod Directory on Visual C++ 2003 .NET

2005-02-25 Thread Andre Bandarra
Hello everyone!
Sorry if i am asking a stupid question, but i am a newbie at VC++ 2003 .NET.
Let me explain what i want.

So.. there are basically 3 MOD options inside the SDK. HL2, HL2DM and
SDK. As i wanted to keep my MOD organized, i wanted to created a new
one, called MYMOD and copy the files under SDK into it, them compile
using the code in MYMOD.
But then i dont know how to make the compiler compile the files inside
MYMOD. Can anybody help me? I know it is possible because there are
SDK, HL2 and HL2DM. I

Thanks

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] New Mod Directory on Visual C++ 2003 .NET

2005-02-25 Thread Andre Bandarra
No luck on these ones. Every modification is made on the existing
files on the existing directories. O want to create a new directory.

On Fri, 25 Feb 2005 13:23:52 -0500, Rice, Rick
[EMAIL PROTECTED] wrote:
 Try the following references:
 http://www.hl2coding.com/wiki/
 http://www.hl2world.com/wiki/index.php/Main_Page
 http://www.sourcewiki.org/wiki/index.php/Main_Page
 and of course:
 http://collective.valve-erc.com/

 Everything you need is there. good luck.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Andre Bandarra
 Sent: Friday, February 25, 2005 1:01 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] New Mod Directory on Visual C++ 2003 .NET

 Hello everyone!
 Sorry if i am asking a stupid question, but i am a newbie at VC++ 2003 .NET.
 Let me explain what i want.

 So.. there are basically 3 MOD options inside the SDK. HL2, HL2DM and
 SDK. As i wanted to keep my MOD organized, i wanted to created a new
 one, called MYMOD and copy the files under SDK into it, them compile
 using the code in MYMOD.
 But then i dont know how to make the compiler compile the files inside
 MYMOD. Can anybody help me? I know it is possible because there are
 SDK, HL2 and HL2DM. I

 Thanks

 ___
 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



[hlcoders] HL2DM Mod Bot

2005-02-24 Thread Andre Bandarra
Hello
I´m making a mod using HL2DM.
I wanted to setup a simple bot to use for testing the MOD. Does
anybody have any idea of the best way of doing it? Should i try to
copy the Bot interface on the SDK or user the serverplugin_bot??

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Respawning all players

2005-02-23 Thread Andre Bandarra
I use this code because i am making a round based game which has a
intermission between rounds. So, i respawn the players at the
beginning of the intermission an freeze them. I unfreeze them once the
round starts.

André


On Wed, 23 Feb 2005 20:34:49 +1000, Teddy [EMAIL PROTECTED] wrote:
 If you're using Andre's example code, the bit that freezes the player is:
 player-SetMoveType(MOVETYPE_NONE);

 either remove that, or once the player is spawned and you wanna
 unfreeze them, use:
 player-SetMoveType(MOVETYPE_WALK)


 On Tue, 22 Feb 2005 16:08:41 -0800, Daniel Jennings [EMAIL PROTECTED] wrote:
  Do you ever unfreeze the player? Or is that something that's automatically
  done?
 
  Thank you,
  Daniel Jennings
 
  - Original Message -
  From: Andre Bandarra [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Monday, February 21, 2005 5:22 AM
  Subject: Re: [hlcoders] Respawning all players
 
   I use this one
  
   for ( int i = 0 ; i = gpGlobals-maxClients ; i++ )
   {
   CBasePlayer *player = (CBasePlayer *)UTIL_PlayerByIndex(i);
   if ( player )
   {
   player-RemoveAllAmmo(); //Removes all ammo
   player-RemoveAllDecals();//Removes All decals from the player model
   player-Spawn(); //Spawns the player
   player-SetMoveType(MOVETYPE_NONE);//freezes the player
   //now we have to cycle through all the players weapons
   for ( int j = 0 ; jplayer-WeaponCount() ; j++)
   {
   CBaseCombatWeapon *pweapon = player-GetWeapon(j);
   if (pweapon)
   pweapon-Delete();//removes this weapon from the game;
   }
   }
   }
  
  
   On Sun, 20 Feb 2005 14:42:46 -0500, Lance Vorgin [EMAIL PROTECTED]
  wrote:
static_castCBasePlayer*(pEntity)-RemoveAllItems(false); ?
   
___
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
 
 

 ___
 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



Re: [hlcoders] Respawning all players

2005-02-21 Thread Andre Bandarra
I use this one

for ( int i = 0 ; i = gpGlobals-maxClients ; i++ )
{
CBasePlayer *player = (CBasePlayer 
*)UTIL_PlayerByIndex(i);
if ( player )
{
player-RemoveAllAmmo(); //Removes all ammo
player-RemoveAllDecals();//Removes All decals 
from the player model
player-Spawn();
//Spawns the player
player-SetMoveType(MOVETYPE_NONE);//freezes 
the player
//now we have to cycle through all the players 
weapons
for ( int j = 0 ; jplayer-WeaponCount() ; j++)
{
CBaseCombatWeapon *pweapon = 
player-GetWeapon(j);
if (pweapon)
pweapon-Delete();//removes 
this weapon from the game;
}
}
}


On Sun, 20 Feb 2005 14:42:46 -0500, Lance Vorgin [EMAIL PROTECTED] wrote:
 static_castCBasePlayer*(pEntity)-RemoveAllItems(false); ?

 ___
 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



Re: [hlcoders] Making timers

2005-02-21 Thread Andre Bandarra
Or you can always use the CountDownTimer class in the util_shared.h...

CountDownTimer roundTimer;
roundTimer.Start(mp_roundlimit.GetFloat() * 60);

if (roundTimer.isElapsed())
{

}

roundTimer.Reset()...

and so on.. Just look the CountDownTimer class.


On Mon, 21 Feb 2005 17:04:09 +, Ben Davison
[EMAIL PROTECTED] wrote:
 I'll show you my basic timer(you have to add the hud elements yourself)

 This for HL2DM.

 multiplay_gamerules.h
 extern ConVar mp_roundlimit;

 multiplay_gamerules.cpp
 // Round limit
 ConVar  mp_roundlimit( mp_roundlimit,
  0,
  FCVAR_NOTIFY|FCVAR_REPLICATED,
  game time per round in minutes );

 hl2mp_gamerules.cpp

 void CHL2MPRules::Think( void ) In this function.

  float flRoundTimer = mp_roundlimit.GetFloat() * 60;

 //Intrest: Timer.
 if ( flRoundTimer != 0  gpGlobals-curtime = flRoundTimer )
 {
 Msg(Round over);
 return;
 //RestartRound();
 }

 As you can see you will have to put it on the hud and RestartRound();
 On Thu, 01 Jan 2004 00:13:54 +, Knifa [EMAIL PROTECTED] wrote:
  Okay, thanks alot :)
 
  http://www.sourcewiki.org/wiki/index.php/Creating_a_Roundtimer
  
  that shows you how to make a round timer and display it on the HUD.
  basically all you do is put a timer in either your game rules(for a
  global timer) or your player(for a timer for each player) by checking
  a start time against gpGlobals-curtime and getting a hud element to
  display it, or in your case call something to trigger a build event
  and restart. the tute decribes it better :(
  
  
  --
  **
  Draco
  Coder for Perfect Dark and Kreedz Climbing
  http://perfectdark.game-mod.net
  
  ___
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
  
  
  
  
 
  --
  Knifa
  Domino Mod
  http://knd.org.uk/dominomod/
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

 --
 - Ben Davison
 - http://www.shadow-phoenix.com

 ___
 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



Re: [hlcoders] Removing Dead Corpses

2005-02-17 Thread Andre Bandarra
It works with server ragdolls, but i think that the dead bodies are
client-only ragdolls. I don know how to search trough the client
entities.


On Thu, 17 Feb 2005 15:39:15 +1000, Draco [EMAIL PROTECTED] wrote:
 Find out the entity name for ragdolls, search through all
 entities(forget func for that, its in util.cpp if memory serves) with
 that class name and call a function to destroy it(base ent should have
 one)

 --
 **
 Draco
 Coder for Perfect Dark and Kreedz Climbing
 http://perfectdark.game-mod.net

 ___
 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



Re: [hlcoders] Removing Dead Corpses

2005-02-17 Thread Andre Bandarra
This code worked perfectly!!!


CBaseEntity * ragdoll = (CBaseEntity * )
gEntList.FindEntityByClassname(NULL,sdk_ragdoll);
while (ragdoll)
{
DevMsg(Removing client Ragdoll);
ragdoll-Remove();
ragdoll = (CBaseEntity * )
gEntList.FindEntityByClassname(ragdoll,sdk_ragdoll);
}


On Thu, 17 Feb 2005 12:26:22 -0300, Andre Bandarra [EMAIL PROTECTED] wrote:
 It works with server ragdolls, but i think that the dead bodies are
 client-only ragdolls. I don know how to search trough the client
 entities.


 On Thu, 17 Feb 2005 15:39:15 +1000, Draco [EMAIL PROTECTED] wrote:
  Find out the entity name for ragdolls, search through all
  entities(forget func for that, its in util.cpp if memory serves) with
  that class name and call a function to destroy it(base ent should have
  one)
 
  --
  **
  Draco
  Coder for Perfect Dark and Kreedz Climbing
  http://perfectdark.game-mod.net
 
  ___
  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] Removing Dead Corpses

2005-02-16 Thread Andre Bandarra
OK... On a round based game, how do i do to remove dead bodies when
the round ends? Are the ragdolls client-only or they are on the server
too?
I respawned all the possible entities but the dead bodies still there...

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Weapon ballastics

2005-02-04 Thread Andre Bandarra
Ok... i imagine something like...
You have a CBulletManager class.
someone shoots a bullet.
You test if this bullet hits something in this timeframe (1000ft
depending on the weapon) and it is an instant hit.
if it does not hit anything, you pass the bullet to the bulletmanager,
so the bulletmanager continues to trace the bullet on the next ticks,
until it hist something or exceeds max distance...



On Thu, 3 Feb 2005 20:27:03 -0800, Jay Stelly [EMAIL PROTECTED] wrote:
 The ammodef defines an impulse (mass * velocity) for the bullet to apply
 to physics objects when it hits them.  Applying an impulse is equivalent
 to a collision.

 That macro just converts units so we could use some standard ballistics
 data with bullet mass in grains and speed in feet per second.

 Jay

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
  Sent: Thursday, February 03, 2005 5:40 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Weapon ballastics
 
  In sdk_gamerules
 
  #define BULLET_IMPULSE(grains, ftpersec)
  ((ftpersec)*12*BULLET_MASS_GRAINS_TO_KG(grains)*BULLET_IMPULSE
  _EXAGGERATION)
 
  BULLET_IMPULSE does not seem to be used in the ammodef, so I
  changed it to
 
  def.AddAmmoType( AMMO_BULLETS, DMG_BULLET, TRACER_LINE, 0, 0,
  2400/*max carry*/, BULLET_IMPULSE(200, 1225), 0); What
  affects does this have on the bullet if any? in the MP SDK ?
 
 
 
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
 
  ___
  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



Re: [hlcoders] Check if a file or folder exists at Client

2005-02-02 Thread Andre Bandarra
Well, i did a little googling and found two options.

/* ACCESS.C: This example uses _access to check the
 * file named ACCESS.C to see if it exists and if
 * writing is allowed.
 */

#include  io.h
#include  stdio.h
#include  stdlib.h

void main( void )
{
   /* Check for existence */
   if( (_access( ACCESS.C, 0 )) != -1 )
   {
  printf( File ACCESS.C exists\n );
  /* Check for write permission */
  if( (_access( ACCESS.C, 2 )) != -1 )
 printf( File ACCESS.C has write permission\n );
   }
}
//mode Value Checks File For
//00 Existence only
//02  Write permission
//04 Read permission
//06 Read and write permission

and the other one is:

#include sys/types.h
#include sys/stat.h
#include stdio.h

int FileExists(char *filename)
 {
   struct _stat buf;
   int status;

status = _stat(filename,buf);

if(status==0) return(1);
 else return(0);
  }

If the file exists, it will return 1.  If there is no file, you get back 0.

This is a Win32 version.  If you are not in Win32, it will probably be
stat() without an underscore in front.

Give it a try, and let me know how it works out for you!

found them on this topic:
http://www.experts-exchange.com/Programming/Programming_Languages/C/Q_11129365.html

On Wed, 02 Feb 2005 08:40:28 -0600, Jeffrey botman Broome
[EMAIL PROTECTED] wrote:
 Frank Weima wrote:
  Hi,
 
  I tried the folowing:

 snip

 Where did you put the code (in which .cpp file)?

 Also, opening the file to check for existence is considered bad form
 since you are changing the modification date of the file when you do
 this.  Something like _stat() doesn't change any of the file properties.

 --
 Jeffrey botman Broome

 ___
 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