[hlcoders] connect to web/database

2007-02-10 Thread Niclas
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[ 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
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[hlcoders] Remove stacking on area damage

2007-02-08 Thread Niclas
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[ 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
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[hlcoders] Falling spectators

2007-01-25 Thread Niclas
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[ 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
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[hlcoders] Re: Player HULL vs HIT BOXES

2007-01-17 Thread Niclas
--
[ 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
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[hlcoders] RE: Player HULL vs HIT BOXES

2007-01-16 Thread Niclas
--
[ 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
> --
>
> ___
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[hlcoders] RE: Player HULL vs HIT BOXES

2007-01-11 Thread Niclas
--
[ 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
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[hlcoders] Player HULL vs HIT BOXES

2007-01-10 Thread Niclas
--
[ 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
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RE: [hlcoders] Incrase ammo and clip sizes?

2006-09-13 Thread Niclas
--
[ 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
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Re: [hlcoders] damage indicator

2006-09-09 Thread Niclas
--
[ 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
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[hlcoders] damage indicator

2006-09-08 Thread Niclas
--
[ 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
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Re: [hlcoders] Dual wielding

2006-07-30 Thread Niclas Nordin
--
[ 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?
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Re: [hlcoders] Dual wielding

2006-07-30 Thread Niclas Nordin
--
[ 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?--
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[hlcoders] Dual wielding

2006-07-30 Thread Niclas Nordin
--
[ 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?
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