Re: [hlcoders] Problems w/ Latest Steam Update

2005-04-26 Thread Frank Weima
sigh. remove all the packs yoú've installed. including the fonts.

- Original Message -
From: "Ben Everett" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, April 26, 2005 11:47 PM
Subject: RE: [hlcoders] Problems w/ Latest Steam Update


> http://obike.thecodevault.net/view_pictures.php
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
"botman"
> Broome
> Sent: Tuesday, April 26, 2005 4:25 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Problems w/ Latest Steam Update
>
> Ben Everett wrote:
> > This is a multi-part message in MIME format.
> > --
> > Attached are some screenshots of the issue. Also of note, all
> modifications
> > are having this problem (Garry's Mod, PoA, Forsaken) and other testers
ARE
> > encountering this problem. On my end I have re-installed steam and
> attempted
> > to use an older version of Forsaken with no luck, still the same issue.
> Any
> > help would be greatly appreciated.
>
> Attachments aren't allowed (they get stripped out).
>
> Post your pictures in a private folder on a website somewhere and then
> post the URL to those images.
>
> --
> Jeffrey "botman" Broome
>
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Re: [hlcoders] HLTV Disabled ?

2005-03-23 Thread Frank Weima
in CFG it does not work (it cannot be enabled via autoexec etc)
Thats what I've heard.

And btw. this is the coderslist;-)
- Original Message -
From: "Ratman2000" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, March 23, 2005 6:49 PM
Subject: [hlcoders] HLTV Disabled ?


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> is HLTV disabled ?
>
> When i set sv_hltv 1
> and change the level (the cvar is set in the cfg) than no hltv connects?
> Whats wrong ?
>
> THX
> --
>
>
>
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Re: [hlcoders] Menu Colors ?

2005-03-14 Thread Frank Weima
Anyone? I want to know this as well ^^
- Original Message -
From: "Ratman2000" <[EMAIL PROTECTED]>
To: 
Sent: Monday, March 14, 2005 8:23 AM
Subject: [hlcoders] Menu Colors ?


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> i searching, how we can use Colors in the Menu (ShowMenu)
>
> On Half-Life 1 it was \w and \y and other but how can i use the colors in
HL2 Mods ?
>
> I hope anybody can help me!
>
> THANKS !
> --
>
>
>
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Re: [hlcoders] STOPP FUCKING

2005-02-23 Thread Frank Weima
Hey look, We got nice people in the mail-script coding team.
It says:

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

Heey! What the... it's at the bottom, maybe you should press it?
Do you Yah... Code!? :-)

Frank


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Re: [hlcoders] Server Plugins ref(...)

2005-02-22 Thread Frank Weima
If I have uploaded my plugin to the server (like an update, same file, same
place) I have to restart the whole server. Not just changemap or use the
restart command, but close the server and then start it again. Is there an
other way to "reload" the serverplugin. I am using the standard name:
"serverplugin_empty.dll".

Most people don't like it when the server shuts down and restarts because of
my adminmod. Anyone suggestions/help?


Thanks,
Frank "anxiro" Weima.


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Re: [hlcoders] Respawning all players

2005-02-20 Thread Frank Weima
use 'drop' command before?

- Original Message -
From: "Knifa" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, February 20, 2005 8:12 PM
Subject: Re: [hlcoders] Respawning all players


> Nevermind. Got it now.
> CBaseEntity *pEntity = NULL;
> while ((pEntity = gEntList.FindEntityByClassname( pEntity, "player"
> )) != NULL)
> {
> pEntity->Spawn();
> }
>
> Like that.
>
> How would I strip the weapons from the player?
>
> > HL2DM:
> >
> >> Which code are you working with? HL2MP blank, HL2DM, or a Server
Plugin?
> >>
> >> - Original Message -
> >> From: "Knifa" <[EMAIL PROTECTED]>
> >> To: 
> >> Sent: Sunday, February 20, 2005 10:13 AM
> >> Subject: [hlcoders] Respawning all players
> >>
> >>
> >>
> >>
> >>> Hi all.
> >>>
> >>> How would I go about respawning ALL of the players on a server?
> >>> I'm thinking I'd need to loop through them, but I don't know.
> >>>
> >>> Thanks.
> >>>
> >>> -Knifa
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>
> >>>
> >> please visit:
> >>
> >>
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>>
> >>>
> >>
> >>
> >> ___
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> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >>
> >>
> >>
> >
> > --
> > Knifa
> > Domino Mod
> > http://knd.org.uk/dominomod/
> >
> > ___
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> > please visit:
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> >
> >
> >
> >
>
> --
> Knifa
> Domino Mod
> http://knd.org.uk/dominomod/
>
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Re: [hlcoders] Send user message

2005-02-19 Thread Frank Weima
Is there any website which displays all those filters/usermessages?
Lance told me: "&Filter, 10" // 10 = shake.
Is there a website with some other usermessages/filters? :)


Thnx,
Frank

- Original Message -
From: "Frank Frieswijk" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 18, 2005 1:55 PM
Subject: Re: [hlcoders] Send user message


> You rule, thanx ;-)
> - Frank
> --
>
>
>
> Citeren Lance Vorgin <[EMAIL PROTECTED]>:
>
> ] Assuming you're starting from the empty server plugin, first include
> ] /src/tier1/bitbuf.cpp into your project, then add this somewhere
> ]
> ] #include "IRecipientFilter.h"
> ] #include "bitbuf.h"
> ] #include "shake.h"
> ]
> ] class CNewRecipientFilter : public IRecipientFilter {
> ] private:
> ] CUtlVector m_vRecipients;
> ]
> ] public:
> ] virtual bool IsReliable() const { return true; }
> ] virtual bool IsInitMessage() const { return false; }
> ]
> ] virtual int GetRecipientCount() const { return m_vRecipients.Count(); }
> ] virtual int GetRecipientIndex(int iSlot) const { return
> ] m_vRecipients[iSlot]; }
> ]
> ] bool Add(edict_t* pEdict){ if(!pEdict || pEdict->IsFree()) return
> ] false; return Add(engine->IndexOfEdict(pEdict)); }
> ] bool Add(int iIndex){ if(iIndex <= 0) return false;
> ] m_vRecipients.AddToHead(iIndex); return true; }
> ] };
> ]
> ]
> ] bool Shake(edict_t* pEdict){
> ] if(!pEdict || pEdict->IsFree())
> ] return false;
> ]
> ] CNewRecipientFilter Filter;
> ]
> ] if(!Filter.Add(pEdict))
> ] return false;
> ]
> ] bf_write* pBitBuf = engine->UserMessageBegin(&Filter, 10); //10 =
> ] shake in css and hl2dm atm - use engine->GetUserMessageInfo to
> ] enumerate
> ]
> ] if(!pBitBuf)
> ] return false;
> ]
> ] pBitBuf->WriteByte(SHAKE_START); // shake command (SHAKE_START,
> ] STOP, FREQUENCY, AMPLITUDE)
> ] pBitBuf->WriteFloat(25); // shake magnitude/amplitude
> ] pBitBuf->WriteFloat(150.0); // shake noise frequency
> ] pBitBuf->WriteFloat(2.0); // shake lasts this long
> ]
> ] engine->MessageEnd();
> ]
> ] engine->ClientPrintf(pEdict, "Shake, my minion!\n");
> ]
> ] return true;
> ] }
> ]
> ] Then just rig up down in ClientCommand
> ]
> ] else if(FStrEq(pcmd, "shakememofo")){
> ] Shake(pEntity);
> ]
> ] return PLUGIN_STOP;
> ] }
> ]
> ] ___
> ] 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] Send user message

2005-02-17 Thread Frank Weima
Hey, Thanks Lance! I understand this part. But I don't understand how to
send thát message of shake.
Can I get it to work with:

void CEmptyServerPlugin::Shake(edict_t *pEntity) {
// Code Code Code

}


Can you give me just a piece of doing a "shake" command?
That would help me a lot continuing my project.


Thanks again.
Frank "anxiro" Weima.









- Original Message -
From: "Lance Vorgin" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 17, 2005 4:17 AM
Subject: Re: [hlcoders] Send user message


> UserMessageBegin and MessageEnd are pretty straightforward - paste
> some sample code?
>
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[hlcoders] Send user message

2005-02-16 Thread Frank Weima
Hey, how can I send a message to a client. If I want to send the shake
message, it keeps saying that I have to enable sv_cheats. There is a way to
send that kind of strings without this CVAR. Can anyone help me?

Thanks,
Frank "anxiro" Weima.


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Re: [hlcoders] Shake

2005-02-14 Thread Frank Weima
It just doesn't shake. It gives me a message about the sv_cheats CVAR...?
And I tried to do it trough other ways, but I can't get it to work. (
?! )





- Original Message -
From: "Lance Vorgin" <[EMAIL PROTECTED]>
To: 
Sent: Monday, February 14, 2005 7:32 PM
Subject: Re: [hlcoders] Shake


> What's stopping you from just sending a shake message?
>
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[hlcoders] Shake

2005-02-14 Thread Frank Weima
Is it possible to shake a player with a standard plugin?
If yes, how? I can't get this to work ;)

Thanks
Frank "anxiro" Weima

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Re: [hlcoders] Velocity and teleport

2005-02-10 Thread Frank Weima
Hi,


Yes I can't get it to work. I think i have to make a whole class then.
And I don't know whát you used in the class(es).
Can you give me a sample?

Thnx,
Frank "anxiro" Weima


- Original Message -
From: "British_Bomber" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 11, 2005 12:23 AM
Subject: Re: [hlcoders] Velocity and teleport


> Right sorry about that, I thought by teleport you meant put a player
> at X X X location, rather than change how they were moving :D  I
> suppose I was just stating the obvious in my respons then :D
>
>
> On Thu, 10 Feb 2005 14:02:34 -0500, Lance Vorgin <[EMAIL PROTECTED]>
wrote:
> > Bomber - that's what Teleport is doing - just changing instantaneous
> > velocity. We use this because it is one of the few scraps server
> > plugins have easy access to.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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> >
> >
>
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[hlcoders] [NO CODING. CS-SOURCE] Dust2?

2005-02-10 Thread Frank Weima
** Off Topic **
Hey,

In the Steam update they said that in the map: de_dust2   the spawnpoints
would be fixed.
On our servers it is still not fixed. Is there a server command or setting?
CT's only have 12 points.

How to fix this?

Thanks all!
Frank "anxiro" Weima


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Re: [hlcoders] Velocity and teleport

2005-02-09 Thread Frank Weima
Hey Guys,

Thanks for this reaction. It will help me with my project. Thanks!
If I have any questions, you will hear it.

Thanks again,
Frank "anxiro" Weima

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[hlcoders] Velocity and teleport

2005-02-09 Thread Frank Weima
Hi,

After a while testing, trying things and that kind coding I figured out how
I can make a slap function. I made one and this one works. You heard the
sound when the client is slapped, health is decreasing by damage and the
player dies when health get below 0. But there is one thing that now seems
to work: Velocity.

On the HLCoders mail archive I found a "tutorial" to change velocity and
origin.
The URL is:
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg09573.html
But I can't get this to work. I changed some values, edited code but nothing
works.
What I want to do it move the player for example with the X-axis 10 steps.

Has anyone an idea or solution to do this?
It will find the velocity and origin. I tested it with the "CreateAMessage"
and values for the X-Y-Z.
Any help would be great!!


Thanks.
Frank "anxiro" Weima.




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

2005-02-02 Thread Frank Weima
Jeffrey,


I put the code in serverplugin_empty.cpp.
And then used code *after @checkfile*:
@checkfile is for all clients, and executing it with: admin_execclient.

**
fname = "Folder/file.bmp";
if (FileExists(fname)) {
total++;
**

It will count the total of "total".
Then after all the other coding I have:

**
Q_snprintf( gBuffer, 128, "say %s has %d found
files\n",playerinfo->GetName(),total);
engine->ServerCommand(gBuffer);
**

It works. But only checks the file(s) on the server :(
I want it to check on the client.
Also tried with the code that Andre Bandarra gave, but still doesn't work.

Have you got any idea?


Frank 'anXiro' Weima


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jeffrey "botman"
Broome
Verzonden: woensdag 2 februari 2005 15:40
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] Check if a file or folder exists at Client

Frank Weima wrote:
> Hi,
>
> I tried the folowing:



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

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

2005-02-02 Thread Frank Weima
To Hasan:
*
whre are you writing your code? in the server or the client?!
If you are on the server then it's only natural that your code only
checks the server.
*
I was testing for a file on someone. Just on a client.
This is for personal use only.

And about the code checks on the server, yes it was a little stupid.
I didn't knew, only after a few checks. But thanks a lot!!



To Adre:
I shall try this code and let you know later today!
Thanks m8! :-)


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

2005-02-02 Thread Frank Weima
Hi,

I tried the folowing:



int FileExists(string fname) {
ifstream fs; // create an in file-stream object
fs.open(fname.c_str(), ios::in); // try opening the file we look for
// if the file doesnt exist, fs will be
// NULL, therefore it doesnt exist

if (!fs) {
fs.close();
return 0; // the file does no exist


} else {

// now the file does exists, so return t
// he appropriate value
fs.close();
return 1; // the file does exist
}

}





I updated a lot, but it just checks for files on the SERVER.
How come? I want to check for a file on the client.
Also I tried: 'execclient', this doesn't work.

Anyone suggestions to this code?

Thanks,
Frank 'anxiro' weima.



-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens [EMAIL PROTECTED]
Verzonden: dinsdag 25 januari 2005 21:26
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] Check if a file or folder exists at Client

Frank Weima wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Is this possible in C++?
>
>
>
> Tnx,
>
> Frank.
>

Yes, using a client-plugin as well, ofcourse.

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[hlcoders] Finding Alias

2005-01-31 Thread Frank Weima
Hi peepz,

Again a simple question=] :
How to check if someone has an alias or not.
Alias "set_my_name" "name John_Smith" - for example.

Thanks,
Frank 'anxiro' Weima.


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

2005-01-25 Thread Frank Weima


That's what I needed Jeff.
Thanks again :-)

Frank.









-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens jeff broome
Verzonden: dinsdag 25 januari 2005 19:07
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] Check if a file or folder exists at Client

On Tue, 25 Jan 2005 18:56:05 +0100, Frank Weima <[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Is this possible in C++?

I'll assume you mean when creating your own client (not trying to get
a server plugin to do this on someone else's MOD).

stat() can tell you if a file exists...

http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vclib/html/
_crt__stat.2c_._wstat.2c_._stati64.2c_._wstati64.asp

Jeffrey "botman" Broome

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

2005-01-25 Thread Frank Weima
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Is this possible in C++?



Tnx,

Frank.

--


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Re: [hlcoders] Uploading from client?

2005-01-21 Thread Frank Weima
That's too bad because I was thinking to make it for CS:S on my server.
How did the old Punkbuster it then?

Was it the way clients had to use a program which took the screenshot and
uploaded it?

Like: program takes screenshot of screen > uploads it to server ?

- Original Message -
From: "jeff broome" <[EMAIL PROTECTED]>
To: 
Sent: Friday, January 21, 2005 11:50 PM
Subject: Re: [hlcoders] Uploading from client?


> On Fri, 21 Jan 2005 23:40:11 +0100, Frank Weima <[EMAIL PROTECTED]> wrote:
> > Hello,
> >
> > Is it possible to make a screenshot on a connected client and upload it
to a
> > server?
> > If not, is there anything to make an upload from a file of the client?
(just
> > a made screenshot)
> >
>
> It is if you are the one creating the client (i.e. it is your MOD).
>
> It is not if you are not the one creating the MOD (i.e. CS:S for example).
>
> Jeffrey "botman" Broome
>
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[hlcoders] Uploading from client?

2005-01-21 Thread Frank Weima
Hello,

Is it possible to make a screenshot on a connected client and upload it to a
server?
If not, is there anything to make an upload from a file of the client? (just
a made screenshot)

Thanks in advance,
Frank Weima


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Re: [hlcoders] Player command - Health control? Damage?

2005-01-20 Thread Frank Weima
"Funny". What about clientCommands *cheat* without the sv_cheats 1. 


- Original Message -
From: "Ben Davison" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, January 20, 2005 3:50 PM
Subject: Re: [hlcoders] Player command - Health control? Damage?


> * Teamup with other guy.  (<-- blame he your bugs. You can have fun with
> bugs + asserts + friends )
>
> How I love my coding freind :)
>
>
> On Thu, 20 Jan 2005 15:47:26 +0100, tei <[EMAIL PROTECTED]> wrote:
> > off-topic
> >
> > N suggestions:
> >
> > * Avoid daylight, code at night
> > * Buy a C++ book. (<-- this its very valuable tip, but I think will be
> > ignored because you will think its something rude )
> > * Teamup with other guy.  (<-- blame he your bugs. You can have fun with
> > bugs + asserts + friends )
> > * Start a software pet project (<--  swich to the pet wen stuck. )
> > * Use tabs, not spaces.
> >
> >
> > Frank Weima wrote:
> > > *sigh*
> > >
> > > People, I'm a newbie to C++.
> > > I am just teaching it for some months now.
> > > Like the other guy was saying:
> > >
> > > 
> > > "static_cast the CBaseEntity, then do
> > > Event_Killed(CTakeDamageInfo( blah )); to kill him, then
Event_Dying()"
> > >
> > > ==and==
> > > "just use SetHealth and GetHealth - but make sure to check if it
> > > goes to 0 or below, as you'll have to kill him yourself if it
happens."
> > > 
> > > Yes, maybe for the real coders this is easy.
> > > I tried to figure it out myself now for weeks, but still cannot do it.
> > > Is there someone who can realy help me with a piece of code or
something?
> > >
> > > My code is like this now:
> > > 
> > > Q_snprintf( gBuffer, 128, "Setting your health");  // Message
> > >   engine->ClientPrintf(pEntity, gBuffer );
> > >
> > >   // It has to come here, the health that goes up
> > >
> > >
CreateAMessage(pEntity,"msg",gBuffer,engine->IndexOfEdict(pEntity));
> > >   engine->ClientCommand(pEntity,gBuffer);// Message again
> > > 
> > >
> > > So please, anobody?
> > >
> > > Thanks.
> > > Frank Weima.
> > >
> > >
> > >
> > > - Original Message -
> > > From: "Lance Vorgin" <[EMAIL PROTECTED]>
> > > To: 
> > > Sent: Thursday, January 20, 2005 12:21 AM
> > > Subject: Re: [hlcoders] Player command - Health control? Damage?
> > >
> > >
> > >
> > >>You need to include a ton of server project headers. Just #define
> > >>GAME_DLL 1 at the top and take all the #includes from util.cpp :/
> > >>
> > >>Update killed the Event_ stuff for the time being (how mean of them).
> > >>CBaseEntity::Teleport still works.
> > >>
> >
> > ___
> > 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
>
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Re: [hlcoders] HC + DMG

2005-01-19 Thread Frank Weima
It's just a couple of seconds of the time for the good coders/developers.
I know I have to put in GAME_DLL 1 and cbase.h. But then still it doesn't
work.
What I mean is that I want to give myself, for example, 150 health. How?

And by the way, is there a command to put the server logs off?
If I change CVARs like "mp_friendlyfire1" it shows:

- "Server cvar mp_friendlyfire has changed to 1"
Is there a command to put it off?


Thanks again :))
But please, please I'm waiting all night just for an answer :(
- Frank




> *sigh*
>
> People, I'm a newbie to C++.
> I am just teaching it for some months now.
> Like the other guy was saying:
>
> 
> "static_cast the CBaseEntity, then do
> Event_Killed(CTakeDamageInfo( blah )); to kill him, then Event_Dying()"
>
> ==and==
> "just use SetHealth and GetHealth - but make sure to check if it
> goes to 0 or below, as you'll have to kill him yourself if it happens."
> 
> Yes, maybe for the real coders this is easy.
> I tried to figure it out myself now for weeks, but still cannot do it.
> Is there someone who can realy help me with a piece of code or something?
>
> My code is like this now:
> 
> Q_snprintf( gBuffer, 128, "Setting your health");  // Message
>   engine->ClientPrintf(pEntity, gBuffer );
>
>   // It has to come here, the health that goes up
>
>   CreateAMessage(pEntity,"msg",gBuffer,engine->IndexOfEdict(pEntity));
>   engine->ClientCommand(pEntity,gBuffer);// Message again
> 
>
> So please, anobody?
>
> Thanks.
> Frank Weima.
>
>
>
> - Original Message -
> From: "Lance Vorgin" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, January 20, 2005 12:21 AM
> Subject: Re: [hlcoders] Player command - Health control? Damage?
>
>
> > You need to include a ton of server project headers. Just #define
> > GAME_DLL 1 at the top and take all the #includes from util.cpp :/
> >
> > Update killed the Event_ stuff for the time being (how mean of them).
> > CBaseEntity::Teleport still works.
> >
> > ___
> > 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] Player command - Health control? Damage?

2005-01-19 Thread Frank Weima
*sigh*

People, I'm a newbie to C++.
I am just teaching it for some months now.
Like the other guy was saying:


"static_cast the CBaseEntity, then do
Event_Killed(CTakeDamageInfo( blah )); to kill him, then Event_Dying()"

==and==
"just use SetHealth and GetHealth - but make sure to check if it
goes to 0 or below, as you'll have to kill him yourself if it happens."

Yes, maybe for the real coders this is easy.
I tried to figure it out myself now for weeks, but still cannot do it.
Is there someone who can realy help me with a piece of code or something?

My code is like this now:

Q_snprintf( gBuffer, 128, "Setting your health");  // Message
  engine->ClientPrintf(pEntity, gBuffer );

  // It has to come here, the health that goes up

  CreateAMessage(pEntity,"msg",gBuffer,engine->IndexOfEdict(pEntity));
  engine->ClientCommand(pEntity,gBuffer);// Message again
====

So please, anobody?

Thanks.
Frank Weima.



- Original Message -
From: "Lance Vorgin" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, January 20, 2005 12:21 AM
Subject: Re: [hlcoders] Player command - Health control? Damage?


> You need to include a ton of server project headers. Just #define
> GAME_DLL 1 at the top and take all the #includes from util.cpp :/
>
> Update killed the Event_ stuff for the time being (how mean of them).
> CBaseEntity::Teleport still works.
>
> ___
> 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: -Forget it- [HLcoders] Fast help - Player detect *noobish*

2005-01-19 Thread Frank Weima
--- Forget it, already found it :)) ---
I will become good ;)


- Original Message -
From: "Frank Weima" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, January 20, 2005 1:22 AM
Subject: [HLcoders] Fast help - Player detect *noobish*


> Hi,
>
> I got an error over here while making my fun plugin *private*
>
>
> IPlayerInfo *p= playerinfomanager->GetPlayerInfo(player);
>   if (p)
>   {
>   Q_snprintf( gBuffer, 128, "cl_forwardspeed 0 \n");  // The user
cannot
> walk n-y more
>   engine->ClientCommand(player,gBuffer);
>   }
>
>
>
> Thanks for help,
> Frank Weima
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
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[HLcoders] Fast help - Player detect *noobish*

2005-01-19 Thread Frank Weima
Hi,

I got an error over here while making my fun plugin *private*


IPlayerInfo *p= playerinfomanager->GetPlayerInfo(player);
  if (p)
  {
  Q_snprintf( gBuffer, 128, "cl_forwardspeed 0 \n");  // The user cannot
walk n-y more
  engine->ClientCommand(player,gBuffer);
  }



Thanks for help,
Frank Weima


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Re: [hlcoders] Player command - Health control? Damage?

2005-01-19 Thread Frank Weima
Hi again,

I still not figured it out.
I tried serveral things but still no actions.
Everyone knows that the slay command:
'engine->ClientCommand(pEntity, "kill\n"); ' is.

But what about SLAP. GetHealth? Sethealth?
Doesn't reqonize. Also for teleport, Im not that good in C++, so any help
would be great.
Like a piece of code, website. Things like that.

Thanks
Frank.

- Original Message -
From: "Lance Vorgin" <[EMAIL PROTECTED]>
To: 
Sent: Monday, January 10, 2005 5:59 AM
Subject: Re: [hlcoders] Player command - Health control? Damage?


> Well, my friend qizmo and I have gotten slap working well. My
> contribution was the actual slapping: get a CBaseEntity of the player
> you want to slap and use the Teleport function to change his velocity
> to some random vector. As for dealing damage, this is compliments of
> theqizmo: static_cast the CBaseEntity, then do
> Event_Killed(CTakeDamageInfo( blah )); to kill him, then Event_Dying()
> to make him run through the motions of actually dying. To modify his
> health just use SetHealth and GetHealth - but make sure to check if it
> goes to 0 or below, as you'll have to kill him yourself if it happens.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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Re: [hlcoders] Compiling error. Player position.

2005-01-17 Thread Frank Weima
Allright, figured it out. Compiled it.
But now how to make it a dll?

Thanks!



- Original Message -
From: "Frank Weima" <[EMAIL PROTECTED]>
To: 
Sent: Monday, January 17, 2005 11:49 AM
Subject: [hlcoders] Compiling error. Player position.


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hi!
>
> I'm trying to make a simple servermod. Very simple one.
> I read that I can edit the serverplugin_empty.dll, as I did.
>
> Now I want to make the cpp to a dll. - Or does a server use other?
> Can anyone help me with this?  I have Visual Studio Enterprise Edition v
6.0.
> When I try to compile it, it gives me an error.
>
> Configuration: serverplugin_empty - Win32
Debug
> Compiling...
> serverplugin_empty.cpp
> c:\sdkmodtest\src\public\vector.h(245) : error C2485: 'align' :
unrecognized extended attribute
> c:\sdkmodtest\src\public\vector.h(245) : error C2059: syntax error : '('
>
> I can't get it to work. I added all those directories.
>
> And the second one is to get a players'position.
> (Like: CON_COMMAND( test_position, "Position" )). Can't find anything
about that!
>
> Thanks to all reply's!
>
> - Frank Weima
> --
>
>
> ___
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[hlcoders] Compiling error. Player position.

2005-01-17 Thread Frank Weima
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi!

I'm trying to make a simple servermod. Very simple one.
I read that I can edit the serverplugin_empty.dll, as I did.

Now I want to make the cpp to a dll. - Or does a server use other?
Can anyone help me with this?  I have Visual Studio Enterprise Edition v 6.0.
When I try to compile it, it gives me an error.

Configuration: serverplugin_empty - Win32 
Debug
Compiling...
serverplugin_empty.cpp
c:\sdkmodtest\src\public\vector.h(245) : error C2485: 'align' : unrecognized 
extended attribute
c:\sdkmodtest\src\public\vector.h(245) : error C2059: syntax error : '('

I can't get it to work. I added all those directories.

And the second one is to get a players'position.
(Like: CON_COMMAND( test_position, "Position" )). Can't find anything about 
that!

Thanks to all reply's!

- Frank Weima
--


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[hlcoders] [ Basic question (prob. 101st same question ]

2005-01-09 Thread Frank Weima
Hi,

I'm sorry I'm such a n00b with C++. But everybody has a start :)
I'm teaching a lot, also thanks to the other coders.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
I want to compile my project. It's AdminMod for Source. - based on
sourcemod. A personal one.
But I cannot compile it. I only have 2 files. The standard auth.cpp &
auth.h.
These are based on diffrent source-codes and my own work.

When I try to compile it *sorry I use devC++.. not good..?* it gives me
errors.
It's "missing" files and so on. What can this be?
So, my question is where to put the 2 files. In what folder? (uncompiled)
How to compile then??

I bought Visual C++ (with visual basic and stuff).
Does the compile will work in here?

If I have more questions, I will post it :))

Thanks in advance,
Frank Weima


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Re: [hlcoders] Message printing? [CS-Source]

2005-01-09 Thread Frank Weima
.. i use C++. Sorry :P
- Original Message -
From: " Childe Roland" <[EMAIL PROTECTED]>
To: 
Sent: Monday, January 10, 2005 1:31 AM
Subject: Re: [hlcoders] Message printing? [CS-Source]


> Maybe because it's not written in C#?
>
>
> On Mon, 10 Jan 2005 01:26:59 +0100, Frank Weima <[EMAIL PROTECTED]> wrote:
> > Heh well I think that HL2MP/DM has the same "code" as CSS.
> > I mean the standard "Message printing". So if there is a code for HL2MP,
> > where is it, because I can't find it in any file or internet. Maybe
because
> > my C# isn't that good yet?
> >
> > Can anyone help?
> >
> > Thanks!
> >
> > - Original Message -
> > From: "Lance Vorgin" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Monday, January 10, 2005 1:08 AM
> > Subject: Re: [hlcoders] Message printing? [CS-Source]
> >
> > > Well, I've yet to see one work in CS:S. To the best of my knowledge it
> > > can't be done, but I beg to be proven wrong. Easy as pie in HL2MP,
> > > though.
> > >
> > > Note: In CS:S, those little messages like "The bomb has been planted"
> > > that look like HudText are actally strings stored clientside - the
> > > server just sends something like #Bomb_Planted to the client and he
> > > draws it. Evil language compatibliity :P
> > >
> > > ___
> > > 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] Message printing? [CS-Source]

2005-01-09 Thread Frank Weima
Heh well I think that HL2MP/DM has the same "code" as CSS.
I mean the standard "Message printing". So if there is a code for HL2MP,
where is it, because I can't find it in any file or internet. Maybe because
my C# isn't that good yet?

Can anyone help?

Thanks!

- Original Message -
From: "Lance Vorgin" <[EMAIL PROTECTED]>
To: 
Sent: Monday, January 10, 2005 1:08 AM
Subject: Re: [hlcoders] Message printing? [CS-Source]


> Well, I've yet to see one work in CS:S. To the best of my knowledge it
> can't be done, but I beg to be proven wrong. Easy as pie in HL2MP,
> though.
>
> Note: In CS:S, those little messages like "The bomb has been planted"
> that look like HudText are actally strings stored clientside - the
> server just sends something like #Bomb_Planted to the client and he
> draws it. Evil language compatibliity :P
>
> ___
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Re: Re[2]: [hlcoders] Steam Team

2005-01-09 Thread Frank Weima
Laughing Out Loud.
That's the way they're using Backup tapes.:P

- Original Message -
From: "Vyacheslav Djura" <[EMAIL PROTECTED]>
To: "Andrew Foss" 
Sent: Sunday, January 09, 2005 11:01 PM
Subject: Re[2]: [hlcoders] Steam Team


> Hello Andrew,
>
> Sunday, January 9, 2005, 11:40:48 PM, you wrote:
>
> AF> windows 3.1 on a 386SX. on a 14.4 modem.
> DOS 5.5 on an IBM286 and 5.25" floppy
> They are afraid to reply to this question :P
>
> P.S. Interesting how much 5.25" diskettes occupied Steam cache files? ;)
>
> --
> Best regards,
>  Vyacheslavmailto:[EMAIL PROTECTED]
>
>
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Re: [hlcoders] Player command - Health control? Damage?

2005-01-09 Thread Frank Weima
Hi,
Yes I tried to find it but I can't find it.
Isn't there a C-code for this? Clientcommand?

Thanks,
Frank Weima.
- Original Message -
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, January 09, 2005 1:53 AM
Subject: Re: [hlcoders] Player command - Health control? Damage?


> Frank Weima wrote:
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> >
> > While playing Counter-Strike 1.6 in a server with adminmod you've got
the ADMIN_SLAP command.
> > Also you had a command to give a player 200HP or change it to 1HP.
> >
> > Does anyone knows a code/command to this for CS-Source?
>
> I think this stuff does the "admin_slap" type feature...
>
> http://www.sourcemod.net/
>
> --
> Jeffrey "botman" Broome
>
> ___
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Re: [hlcoders] Player command - Health control? Damage?

2005-01-09 Thread Frank Weima

- Original Message -
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, January 09, 2005 1:53 AM
Subject: Re: [hlcoders] Player command - Health control? Damage?


> Frank Weima wrote:
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> >
> > While playing Counter-Strike 1.6 in a server with adminmod you've got
the ADMIN_SLAP command.
> > Also you had a command to give a player 200HP or change it to 1HP.
> >
> > Does anyone knows a code/command to this for CS-Source?
>
> I think this stuff does the "admin_slap" type feature...
>
> http://www.sourcemod.net/
>
> --
> Jeffrey "botman" Broome
>
> ___
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[hlcoders] Player command - Health control? Damage?

2005-01-08 Thread Frank Weima
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello Coders,

Is there a command to control a players'health? *client command*
Giving someones health. Removing someones health.

While playing Counter-Strike 1.6 in a server with adminmod you've got the 
ADMIN_SLAP command.
Also you had a command to give a player 200HP or change it to 1HP.

Does anyone knows a code/command to this for CS-Source?

Thanks!
Frank Weima
*... English again;) *
--


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[hlcoders] Message printing? [CS-Source]

2005-01-08 Thread Frank Weima
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi :)

[CS-Source message]

I am creating a personal admin-mod for our public server also with help from 
friends.
But now I want to create a print *say*.
In HL2  I always see fading text. Is there a command for this?

Thanks!
Frank Weima
*srry for bad english...again*
--


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[hlcoders] Hammer Mapping - Help with Door!

2004-12-14 Thread Frank Weima
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello Coders,

I'm creating a map for Counter-Strike Source.
Now I'm trying to make a garage door, like in the new map "cs_office" for CS-S.
But I can't figure out how to make it "go up" when I touch it.

When I'm touching it now the door will "flip" from left to right, top to bottom 
etc.
And is it possible to let the door close again after, for example, 5 seconds?

(sorry for my bad bad English!).

Thanks in advance,
Frank Weima.
--


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Re: [hlcoders] CS bugs

2004-09-02 Thread Frank Weima
Sounds like the bug I sent Eric (i guess) a few month ago, I think it was
March. They told us that they would fix it, but it still isn't fixed? ...
- Original Message -
From: "Josh" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, September 02, 2004 4:55 AM
Subject: [hlcoders] CS bugs


> I might be asking in the wrong place, redirect me if I'm wrong. I was
> wondering where CS bugs could be reported or if they even could.  I'm sure
> this has been reported before.  Basically if you spawn a player you have a
> change that he gets spawned, but he's not really spawned, he's just alive,
> but can't move, and his body is gone, but his state is dead.  It's quite
> strange.  It's solved by spawning him twice, but I was wondering if this
> would ever be fixed because I thought it was supposed to be fixed on an
> earlier update.
>
> Thanks,
> Josh (Pimp Daddy)
>
>
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