[hlcoders] connect to web/database
-- [ Picked text/plain from multipart/alternative ] How do I "open" a webpage from the serverside in the HL2mp sdk? So that I can send information to a php script. Or if I can connect to a MySQL server directly from the serverside. (tutorials would be appreciated) Niclas -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Remove stacking on area damage
-- [ Picked text/plain from multipart/alternative ] I hope its ok that I send a link to the HL2 Coding forum. The forums is not very well visited as the mailing list :P http://www.hl2coding.com/forums/viewtopic.php?t=2116 Niclas -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Falling spectators
-- [ Picked text/plain from multipart/alternative ] Every time I am spectator in my mod, I start falling. Flying around as a spectator for about a minute then I simply start to fall, like someone cut of my wings :P, but since Im a spectator I fall through the floor and never stops falling. Anyone know how to fix this or know what might casue it? Niclas -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Player HULL vs HIT BOXES
-- [ Picked text/plain from multipart/alternative ] Jay: "Is the absbox correctly surrounding the hitboxes?" http://img.photobucket.com/albums/v485/Nic2/gr_hightown0004.jpg this is what the Ent_absbox and Sv_showhitboxes is showing me. To answer Jay's question I would say yes. :P http://img.photobucket.com/albums/v485/Nic2/gr_hightown.jpg this is what the Ent_bbox shows. (The big green here is the Ent_absbox). And to Teddy, I did add the function call at the end of Spawn(). But the fact remain, I can still shoot through the upper part of the player. Nic2 Subject: RE: [hlcoders] RE: Player HULL vs HIT BOXES Date: Tue, 16 Jan 2007 18:18:37 -0800 From: "Jay Stelly" <[EMAIL PROTECTED]> To: Reply-To: hlcoders@list.valvesoftware.com That sounds right. Use third person and the visualization code to check it: thirdperson Ent_bbox player (this will show you the bbox/collision hull) Ent_absbox player (this will show you the surrounding bounds) Sv_showhitboxes 1 (this will visualize the hitboxes) Is the absbox correctly surrounding the hitboxes? Jay > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Niclas > Sent: Tuesday, January 16, 2007 6:03 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] RE: Player HULL vs HIT BOXES > > -- > [ Picked text/plain from multipart/alternative ] I still cant > get it to work. > I put: > CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); at > top of the CHL2_Player::Spawn() function. > And in CHL2_Player::TestHitboxes(...) all I have is this line: > return BaseClass::TestHitboxes( ray, fContentsMask, tr ); > (that was checked with this line before: > if( g_pGameRules->IsMultiplayer() ) > ) > > What am I doing wrong? > > Maybe I should add that one of my > player classes is using a different HULL and view vectors > than the rest of the classes that uses the normal HL2 ones. > > > Nic2 > > > > >Message: 2 > >Subject: RE: [hlcoders] RE: Player HULL vs HIT BOXES > >Date: Thu, 11 Jan 2007 13:18:30 -0800 > >From: "Jay Stelly" <[EMAIL PROTECTED]> > >To: > >Reply-To: hlcoders@list.valvesoftware.com > > > >You should put it in Spawn(). > > > >Also, if you're using the hl2_player code as your base player class > >then you'll need to make sure you are using the multiplayer/default > >implementation in CHL2_Player::TestHitboxes. The single player HL2 > >code hooks this to use a hull-sized cylinder instead of hitboxes. > > > >Jay -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: Player HULL vs HIT BOXES
-- [ Picked text/plain from multipart/alternative ] I still cant get it to work. I put: CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); at top of the CHL2_Player::Spawn() function. And in CHL2_Player::TestHitboxes(...) all I have is this line: return BaseClass::TestHitboxes( ray, fContentsMask, tr ); (that was checked with this line before: if( g_pGameRules->IsMultiplayer() ) ) What am I doing wrong? Maybe I should add that one of my player classes is using a different HULL and view vectors than the rest of the classes that uses the normal HL2 ones. Nic2 >Message: 2 >Subject: RE: [hlcoders] RE: Player HULL vs HIT BOXES >Date: Thu, 11 Jan 2007 13:18:30 -0800 >From: "Jay Stelly" <[EMAIL PROTECTED]> >To: >Reply-To: hlcoders@list.valvesoftware.com > >You should put it in Spawn(). > >Also, if you're using the hl2_player code as your base player class then >you'll need to make sure you are using the multiplayer/default >implementation in CHL2_Player::TestHitboxes. The single player HL2 code >hooks this to use a hull-sized cylinder instead of hitboxes. > >Jay > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Niclas > Sent: Thursday, January 11, 2007 1:09 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] RE: Player HULL vs HIT BOXES > > -- > [ Picked text/plain from multipart/alternative ] I tried > putting: CollisionProp()->SetSurroundingBoundsType( > USE_HITBOXES ); in CBasePlayer, first in VPhysicsUpdate(), > and then in Spawn() but neither worked. > Where should I put it? > > Nic2 > > > > Subject: RE: [hlcoders] Player HULL vs HIT BOXES > > Date: Wed, 10 Jan 2007 11:56:50 -0800 > > From: "Jay Stelly" <[EMAIL PROTECTED]> > > To: > > Reply-To: hlcoders@list.valvesoftware.com > > > > Hitboxes are only tested when the ray/box trace intersects the > > surrounding bounds of the entity. For players the > surrounding bounds > > are simply the collision hull in world space. In your case > that won't > > work so you'll need to modify the surrounding bounds. I > just wrote a > > page on the wiki that should answer your question: > > > > > http://developer.valvesoftware.com/wiki/CollisionProperty<http://devel > > oper.valvesoftware.com/wiki/CollisionProperty> > > > > Jay > > > > > > - Original Message - > > From: "Niclas" <[EMAIL PROTECTED]> > > To: > > Sent: Wednesday, January 10, 2007 2:44 AM > > Subject: [hlcoders] Player HULL vs HIT BOXES > > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] I changed > > the player > > > hull and view to very low and now it seems like I cant hit > > the model > > > over that hull (projectiles go right through) even though > that the > > > hitboxes cover the whole model (custom model). > > > > > > > > > - Nic2 > -- > > ___ > 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] RE: Player HULL vs HIT BOXES
-- [ Picked text/plain from multipart/alternative ] I tried putting: CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); in CBasePlayer, first in VPhysicsUpdate(), and then in Spawn() but neither worked. Where should I put it? Nic2 > Subject: RE: [hlcoders] Player HULL vs HIT BOXES > Date: Wed, 10 Jan 2007 11:56:50 -0800 > From: "Jay Stelly" <[EMAIL PROTECTED]> > To: > Reply-To: hlcoders@list.valvesoftware.com > > Hitboxes are only tested when the ray/box trace intersects the > surrounding bounds of the entity. For players the surrounding bounds > are simply the collision hull in world space. In your case that won't > work so you'll need to modify the surrounding bounds. I just wrote a > page on the wiki that should answer your question: > > http://developer.valvesoftware.com/wiki/CollisionProperty<http://developer.valvesoftware.com/wiki/CollisionProperty> > > Jay > > > - Original Message - > From: "Niclas" <[EMAIL PROTECTED]> > To: > Sent: Wednesday, January 10, 2007 2:44 AM > Subject: [hlcoders] Player HULL vs HIT BOXES > > > > -- > > [ Picked text/plain from multipart/alternative ] I changed > the player > > hull and view to very low and now it seems like I cant hit > the model > > over that hull (projectiles go right through) even though that the > > hitboxes cover the whole model (custom model). > > > > > > - Nic2 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Player HULL vs HIT BOXES
-- [ Picked text/plain from multipart/alternative ] I changed the player hull and view to very low and now it seems like I cant hit the model over that hull (projectiles go right through) even though that the hitboxes cover the whole model (custom model). - Nic2 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Incrase ammo and clip sizes?
-- [ Picked text/plain from multipart/alternative ] You need to edit the max ammo that can be carried at once by the player. In hl2mp_gamerules.cpp line ~860 the 6th argument is the carry size. // Niclas > > > -Original Message- > > From: Adam "amckern" Mckern > > Subject: [hlcoders] Incrase ammo and clip sizes? > > > > Simple quistion, that i have yet to come across in > my > > code time on source. > > > > How do i incrase the clip on the rpg to 6 rounds > over > > 3? > > > > I have changed the default_clip to 6 in the script > > file but it still is not showing up, and also have > > changed all the refrences in the code that point > to > > rpg_round from 3 to 6, and still nothing. > > > > If i change the line clip_size to anything other > then > > -1, the gun runds around in infinte ammo. > > > > Help? > > > > Thanks > > > > Adam -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] damage indicator
-- [ Picked text/plain from multipart/alternative ] I checked those things out, but they already look like this, it must be codwise my problem lies. >HudDamageIndicator > { > "fieldName" "HudDamageIndicator" > "visible" "1" > "enabled" "1" > "DmgColorLeft" "255 0 0 0" > "DmgColorRight" "255 0 0 0" > > "dmg_xpos" "30" > "dmg_ypos" "100" > "dmg_wide" "36" > "dmg_tall1" "240" > "dmg_tall2" "200" > } > >in scripts/HudLayout.res >and copy scripts/HudAnimations.txt from HL2 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] damage indicator
-- [ Picked text/plain from multipart/alternative ] Hi and hello I want to activate (or create) damage indication for my mod. Some say its in thier mods automaticly but I guess my code is from a time when it wasnt :P. I checked this tutorial: http://www.hl2coding.com/article.php?article=11 But it didnt work. Where should I look and what should I do to make it work? :) // Niclas -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dual wielding
-- [ Picked text/plain from multipart/alternative ] Its not viewmodels im talking about, I already got a dual wield viewmodel, (one modelfile) its the player model. you can have more than one viewmodel on the screen, the animations aftermight be a little tricky(IIRC Player::GetViewModel(int))... Maybe valvecould share an example of how to set this up properly? On 7/30/06, Niclas Nordin <[EMAIL PROTECTED]> wrote:>> --> [ Picked text/plain from multipart/alternative ]> I want to attach the second model to another attachment on the player> model> so it follows the player animations just like the first model.>> --[ Picked text/plain from multipart/alternative ]> Like code whys? So that this button fires the left weapon this other> buttonfires the right? Or just a model that show's to models with an> animationthat looks like both are firing? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dual wielding
-- [ Picked text/plain from multipart/alternative ] I want to attach the second model to another attachment on the player model so it follows the player animations just like the first model. --[ Picked text/plain from multipart/alternative ] Like code whys? So that this button fires the left weapon this other buttonfires the right? Or just a model that show's to models with an animationthat looks like both are firing?-- -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Dual wielding
-- [ Picked text/plain from multipart/alternative ] I want to add a second weapon model to the player model so he wields two weapons, in this case knifes. How do I make the player model to have a weapon in each hand, two different weapons? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders