[hlcoders] ITempEntsSystem changed ?
Hey, im just wondering if anyone knows if they changed ITempEntsSystem in the last update ? Everything except PhysicsProp is working ok, but I think the size changed so wouldnt that mean the class (vtable) changed if they inserted something in the middle ? Just thinking maybe we have a b0rked header for it now ? Regards -c0ld ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ServerPlugin crashing since last update - Help!
What does your plugin do thats making it crash ? - Original Message - From: "Chris Deegan" <[EMAIL PROTECTED]> To: Sent: Friday, December 02, 2005 2:36 PM Subject: [hlcoders] ServerPlugin crashing since last update - Help! Hi All, I know that use of CBaseEntity, CBaseCombatCharacter and CBaseCombatWeapon in plugins is not a part of the API but I would dearly love to know what I must do to fix my plugin - I include these classes for the purposes of model swapping, switching weapons, playing sounds etc. Maybe Mani might want to throw a hint out there? I assume something has changed in the SDK, but cannot seem to trace it. Any clues from anyone would be greatly appreciated. /me begs... deegz ___ 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] Fw: Non interactive props.
Hey all. Again probably a lame question but im gonna pop it in here anyway. I am spawning some prop_physics_multiplayer into an explosion, so I cannot use TempEnts->PhysicsProp as it gets destroyed in the blast it is spawned in. My problem is making them interacable to other explosions etc or being shot or anything other than being pushed by player movement. If I change COLLISION_GROUP_PUSHAWAY to COLLISION_GROUP_NONE then they push players away instead of vice-versa. Any help would be gratefully appreciated. [CODE] CPhysicsProp *pBase = (CPhysicsProp *)CreateEntity( "prop_physics_multiplayer", -1 ); if ( !pBase ) { HUD_printAll( "No pBase for prop_physics !" ); return; } } pBase->SetModel( ModelName ); Vector vTeleport; Vector VecDir; VecDir.x = m_Random->RandomFloat( -500, 500 ); VecDir.y = m_Random->RandomFloat( -500, 500 ); VecDir.z = m_Random->RandomFloat( -10, 500 ); vOrigin= (Explosion Origin); vOrigin.z += m_Random->RandomInt( 30, 70 ); vOrigin.x += m_Random->RandomInt( -10, 10 ); vOrigin.y += m_Random->RandomInt( -10, 10 ); ang = QAngle( m_Random->RandomInt( -10, 10 ), m_Random->RandomInt( -10, 10 ), m_Random->RandomInt( -10, 10 ) ); pBase->SetCollisionGroup( COLLISION_GROUP_PUSHAWAY ); pBase->SetMoveType( MOVETYPE_VPHYSICS, MOVECOLLIDE_DEFAULT ); pBase->SetMaxHealth( 20 ); pBase->SetHealth( 20 ); if ( pBase->CreateVPhysics() ) { pBase->SetCollisionBounds( -Vector(15,15,15), Vector(15,15,15) ); pBase->SetMoveType( MOVETYPE_VPHYSICS, MOVECOLLIDE_DEFAULT ); pBase->SetCollisionGroup( COLLISION_GROUP_PUSHAWAY ); pBase->SetMaxHealth( 20 ); pBase->SetHealth( 20 ); IPhysicsObject *IPhys = pBase->VPhysicsGetObject(); if ( IPhys ) { IPhys->SetMass( 10 ); IPhys->EnableCollisions( true ); IPhys->EnableGravity( true ); IPhys->EnableMotion( true ); IPhys->Wake(); } pBase->Teleport( &vOrigin, &ang, &VecDir); } [/CODE] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Trapping Sprays (Ray)
Ok, updated to 1.1.0 B check out the http://spraymod.c0ld.net website for info. And im not using any offsets, at all, my plugin cannot be broken in the foreseeable future but just as an idea, I can add a FireEvent for it in my plug-in so it can be intractable with other plug-ins, hows that sound ? - Original Message - From: "Ray" <[EMAIL PROTECTED]> To: Sent: Thursday, November 17, 2005 11:21 PM Subject: Re: [hlcoders] Re: Trapping Sprays (Ray) Its not a problem it self..but since its using an offset etc it can be easily broken by any update. An event from valve would at least still keep functioning...presumably At 09:16 AM 11/17/2005, you wrote: What is it with people and events ? Events are not the way forward people, they suck, their very slow and their all post. With virtual function hooks, its just as easy and cleaner and if you dont want to hook something you dont have to. You can also stop the function from continuing, nice for say instead of player_say dont ya think. Every single bit of MM for HL1 was function hooking So if we change everything over to events, plugins are going to get very restricted. - Original Message - From: "Ray" <[EMAIL PROTECTED]> To: Sent: Thursday, November 17, 2005 11:46 AM Subject: RE: [hlcoders] Re: Trapping Sprays (Ray) Yes, but thats not a Valve interface and its a virtual function hook and not the 'proper' way to do things. How hard would it be to pump a player_spray event into the listener? At 10:53 PM 11/15/2005, you wrote: It sounds like there is already a solution and sample code. - Alfred Ray wrote: > Come on Alfred, > Could you answer this request please? > > > > At 07:51 PM 11/15/2005, you wrote: >> I've now ported this from my Beta release to the new core release >> V1.1.0zf of Mani Admin Plugin. >> >> Regards >> >> Mani >> >> www.mani-admin-plugin.com >> >>> -- >>> >>> Message: 1 >>> Date: Mon, 14 Nov 2005 18:39:03 -0500 >>> To: hlcoders@list.valvesoftware.com >>> From: Ray <[EMAIL PROTECTED]> >>> Subject: Re: [hlcoders] Trapping Sprays >>> Reply-To: hlcoders@list.valvesoftware.com >>> >>> Actually, what I would like to do is figure out a way to add it to >>> Beetlesmod. I have looked at Nemods code and Its beyond my >>> understanding (im a newb programmer for MSVisual and Im using VS >>> 6..so It doesnt compile) >>> >>> All Im looking for is a way to trap it and get location info and do >>> the same type thing...get all the players that sprayed within a >>> small radius. >>> >>> >>> >>> >>> >>> >> >> >> >> ___ >> 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 ___ 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: Trapping Sprays (Ray)
What is it with people and events ? Events are not the way forward people, they suck, their very slow and their all post. With virtual function hooks, its just as easy and cleaner and if you dont want to hook something you dont have to. You can also stop the function from continuing, nice for say instead of player_say dont ya think. Every single bit of MM for HL1 was function hooking So if we change everything over to events, plugins are going to get very restricted. - Original Message - From: "Ray" <[EMAIL PROTECTED]> To: Sent: Thursday, November 17, 2005 11:46 AM Subject: RE: [hlcoders] Re: Trapping Sprays (Ray) Yes, but thats not a Valve interface and its a virtual function hook and not the 'proper' way to do things. How hard would it be to pump a player_spray event into the listener? At 10:53 PM 11/15/2005, you wrote: It sounds like there is already a solution and sample code. - Alfred Ray wrote: > Come on Alfred, > Could you answer this request please? > > > > At 07:51 PM 11/15/2005, you wrote: >> I've now ported this from my Beta release to the new core release >> V1.1.0zf of Mani Admin Plugin. >> >> Regards >> >> Mani >> >> www.mani-admin-plugin.com >> >>> -- >>> >>> Message: 1 >>> Date: Mon, 14 Nov 2005 18:39:03 -0500 >>> To: hlcoders@list.valvesoftware.com >>> From: Ray <[EMAIL PROTECTED]> >>> Subject: Re: [hlcoders] Trapping Sprays >>> Reply-To: hlcoders@list.valvesoftware.com >>> >>> Actually, what I would like to do is figure out a way to add it to >>> Beetlesmod. I have looked at Nemods code and Its beyond my >>> understanding (im a newb programmer for MSVisual and Im using VS >>> 6..so It doesnt compile) >>> >>> All Im looking for is a way to trap it and get location info and do >>> the same type thing...get all the players that sprayed within a >>> small radius. >>> >>> >>> >>> >>> >>> >> >> >> >> ___ >> 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] Re: Trapping Sprays (Ray)
Yes, there is a solution... Behold SprayMod http://SprayMod.c0ld.net Started it today, finished it today, like I said. I am pretty sure its bug free, its a fairly simple lil plugin, but just incase I flagged the version with a B for beta kids. Try it and let me know, im very open to critisim both good and bad ! Ill release the source in the next few days too, needs a lil cleaning, remove some test functions once I know its ok, bear with me =) -c0ld - Original Message - From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: Sent: Wednesday, November 16, 2005 3:53 AM Subject: RE: [hlcoders] Re: Trapping Sprays (Ray) It sounds like there is already a solution and sample code. - Alfred Ray wrote: Come on Alfred, Could you answer this request please? At 07:51 PM 11/15/2005, you wrote: I've now ported this from my Beta release to the new core release V1.1.0zf of Mani Admin Plugin. Regards Mani www.mani-admin-plugin.com -- Message: 1 Date: Mon, 14 Nov 2005 18:39:03 -0500 To: hlcoders@list.valvesoftware.com From: Ray <[EMAIL PROTECTED]> Subject: Re: [hlcoders] Trapping Sprays Reply-To: hlcoders@list.valvesoftware.com Actually, what I would like to do is figure out a way to add it to Beetlesmod. I have looked at Nemods code and Its beyond my understanding (im a newb programmer for MSVisual and Im using VS 6..so It doesnt compile) All Im looking for is a way to trap it and get location info and do the same type thing...get all the players that sprayed within a small radius. ___ 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] Trapping Sprays
I just browsed through the source and found out how. All he basically does, is hook ITempEntsSystem->PlayerDecal(), then record the time and origin of the spray. Then, on an admin command(bind), it checks all sprays for ones within a CVar defined radius, and reports the info on each. Ez as 1,2,3 =) Would anyone like a stand alone stable version ? I started it now, should be ready by tomorrow =) - Original Message - From: "LDuke" <[EMAIL PROTECTED]> To: Sent: Monday, November 14, 2005 3:49 PM Subject: Re: [hlcoders] Trapping Sprays -- [ Picked text/plain from multipart/alternative ] Yes, this would be great. NemoD had a hack to show who sprayed the sprays you were standing near, and Mattie has it in his version of NemoD. It would be nice to be able to determine who a spray belonged to without installing that plugin though. I'm not sure how stable it is since the original author left others to puzzle through his code. Duke On 11/14/05, Ray <[EMAIL PROTECTED]> wrote: Valve, Could you open up a mechinism, an event or something that we could use in Plugins to see who uses there spray and where.. We run family oriented Servers..and people going around spraying only on top or animated porn gets a bit frustrating, when we cant catch the person doing it. Can it be trapped in either a client command or have it fire a game event? Thanks Ray ___ 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] Trapping Sprays
Mani or Matties admin server does just the thing, point and command (bind a key). - Original Message - From: "Ray" <[EMAIL PROTECTED]> To: Sent: Monday, November 14, 2005 12:20 PM Subject: [hlcoders] Trapping Sprays Valve, Could you open up a mechinism, an event or something that we could use in Plugins to see who uses there spray and where.. We run family oriented Servers..and people going around spraying only on top or animated porn gets a bit frustrating, when we cant catch the person doing it. Can it be trapped in either a client command or have it fire a game event? Thanks Ray ___ 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] SendInput function work with cs?
Very very strange. A bot using a game screen open ? Not a trojan or anything like that ? - Original Message - From: "blackgold" <[EMAIL PROTECTED]> To: Sent: Saturday, November 05, 2005 3:26 AM Subject: [hlcoders] SendInput function work with cs? hlcoders@list.valvesoftware.com wrote: I was going to make a bot using only a text file fed into a buffer and used with sendinput. This is purely a learning experience for me as i only code a little in assembly. Thanks lads. -- [ Picked text/plain from multipart/alternative ] I was wondering the same thing. With no feedback from the engine it doesn't seem to be of much use. What are you doing? On 11/4/05, Josh Becker <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Out of curiosity why are you making this? > > On 11/4/05, blackgold <[EMAIL PROTECTED]> wrote: > > > > Hi There. > > > > I've coded an app that allows me to send keys to the counter strike > > console. > > > > I was wondering what i need to send keys to the game window. > > Example i send 'w' player moves forward. > > > > Do i need directinput or will sendinput work? > > > > Thanks alot. > > > > Here is my code . > > --- > > --- > > data > > > > window_class db 'Valve001',0 > > handle dd ? > > thread_id dd ? > > > > > > data? > > > > > > KEYBOARDINPUT struc > > dtype DWORD ? > > wVk WORD ? > > wScan WORD ? > > dwFlags DWORD ? > > time DWORD ? > > dwExtraInfo DWORD ? > > dummy1 db 8 dup (?) > > KEYBOARDINPUT ends > > > > > > keys KEYBOARDINPUT <> > > > > code > > > > start: > > > > invoke FindWindow, > > addr window_class, > > NULL > > > > mov handle,eax > > > > invoke GetWindowThreadProcessId, > > handle, > > thread_id > > > > mov thread_id,eax > > > > invoke SetForegroundWindow, > > handle > > > > mov [keys.dtype],1h > > mov [keys.wVk],41h > > mov [keys.wScan],0 > > mov [keys.dwFlags],1 > > mov [keys.time],0 > > mov [keys.dwExtraInfo],0 > > > > invoke Sleep,300 > > > > invoke SendInput, > > 1, > > OFFSET keys, ;pointer to an array of input structures > > SIZEOF KEYBOARDINPUT > > > > > > > > invoke ExitProcess,NULL > > > > end start > > > > > > - > > Find the home of your dreams with eircom net property > > Sign up for email alerts now http://www.eircom.net/propertyalerts > > > > > > > > ___ > > 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 - Find the home of your dreams with eircom net property Sign up for email alerts now http://www.eircom.net/propertyalerts ___ 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] UTIL_DecalTrace...
I didnt know the ERC had a forums ? Could you point me there pls ? Thanks. - Original Message - From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]> To: Sent: Thursday, November 03, 2005 4:31 PM Subject: Re: [hlcoders] UTIL_DecalTrace... c0ldfyr3; The last post on decals (that i have archived) died. Try the erc forums, wavelength, or some where else you know that has a good strong programming support forum. Adam --- c0ldfyr3 <[EMAIL PROTECTED]> wrote: Oh, and I tried WorldDecal too, no go, and ProjectDecal etc etc ! - Original Message - From: "c0ldfyr3" <[EMAIL PROTECTED]> To: Sent: Thursday, November 03, 2005 5:32 AM Subject: [hlcoders] UTIL_DecalTrace... > Hey all, I am trying to use UTIL_DecalTrace from a server plugin. > > My problem is that the decal wont show up on the ground or any walls. > I know im tracing it right, because if I stand on a box the decal is > displayed... > Im using MASK_ALL and COLLISION_GROUP_NONE, and I am passing my players > CBaseEntity for exclusion.. > > Any help would be appreciated. > > Or, if there is a better way to do it, id like to hear it ! > > > ___ > 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 My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Start your day with Yahoo! - Make it your home page! http://www.yahoo.com/r/hs ___ 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] UTIL_DecalTrace...
Oh, and I tried WorldDecal too, no go, and ProjectDecal etc etc ! - Original Message - From: "c0ldfyr3" <[EMAIL PROTECTED]> To: Sent: Thursday, November 03, 2005 5:32 AM Subject: [hlcoders] UTIL_DecalTrace... Hey all, I am trying to use UTIL_DecalTrace from a server plugin. My problem is that the decal wont show up on the ground or any walls. I know im tracing it right, because if I stand on a box the decal is displayed... Im using MASK_ALL and COLLISION_GROUP_NONE, and I am passing my players CBaseEntity for exclusion.. Any help would be appreciated. Or, if there is a better way to do it, id like to hear it ! ___ 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] UTIL_DecalTrace...
Hey all, I am trying to use UTIL_DecalTrace from a server plugin. My problem is that the decal wont show up on the ground or any walls. I know im tracing it right, because if I stand on a box the decal is displayed... Im using MASK_ALL and COLLISION_GROUP_NONE, and I am passing my players CBaseEntity for exclusion.. Any help would be appreciated. Or, if there is a better way to do it, id like to hear it ! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Actual Head Position
Hey. Ok, you know the CBaseEntity->EyePosition function, well has anyone any idea how to actually get the location of the head when ducking ? I am crap at trig, but I can detect for when the player is ducking, and get eyeangles etc, I just cant put it together. The EyePosition function returns a Vector slightly behind the head when ducking. If anyone could help id be forever gratefull. Thanks -c0ld ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UTIL_BloodSpray
Actually I beleive you are wrong. Correct me anyone if the needs be. PMaterialHandle hMaterial = g_ParticleMgr.GetPMaterial( "effects/blood_drop" ); That particle is for DispatchEffect( "bloodspray" ) not BloodSpray() they are two different functions both located in the ITempEntsSystem interface. The DispatachEffect version works fine, lots of little blood particles, but it is not the same kind of blood spray as the second one which is some large unmaterialed blood drops. - Original Message - From: "Tony "omega" Sergi" <[EMAIL PROTECTED]> To: Sent: Thursday, October 27, 2005 1:51 PM Subject: RE: [hlcoders] UTIL_BloodSpray Because you need to look at the actual effect, and not just the server-side function that CREATES the effect "bloodspray". PMaterialHandle hMaterial = g_ParticleMgr.GetPMaterial( "effects/blood_drop" ); You need the material effects/blood_drop.vmt -Original Message- From: c0ldfyr3 [mailto:[EMAIL PROTECTED] Sent: October 27, 2005 8:50 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] UTIL_BloodSpray Ya i've looked through all of that, the whole class file. But when you use it, its unmaterialed. No colour, doesnt matter what colour you use its always the same :| - Original Message - From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]> To: Sent: Thursday, October 27, 2005 1:58 AM Subject: Re: [hlcoders] UTIL_BloodSpray Eventhough i have not looked into this effect, grep gives me an idea UTIL_BloodSpray( (forward * 4 ) + ( pEnt->EyePosition() + pEnt->WorldSpaceCenter() ) * 0.5f, forward, BLOOD_COLOR_RED, 4, FX_BLOODSPRAY_ALL ); If i understand this, you can spray red, and green (Alien). Best to look at, and read from line 950 - 1300 in effects.cpp --- c0ldfyr3 <[EMAIL PROTECTED]> wrote: Im sorry if this has been discussed before, but whenever I try and use the ITempEntsSystem->BloodSpray it emits alot of unmaterialed purple squared blood. Does anyone know why ? I see no params anywhere for a material to use... Thanks in advance. -c0ld ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Yahoo! FareChase: Search multiple travel sites in one click. http://farechase.yahoo.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 __ NOD32 1.1266 (20051026) Information __ This message was checked by NOD32 antivirus system. http://www.eset.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] UTIL_BloodSpray
Ya i've looked through all of that, the whole class file. But when you use it, its unmaterialed. No colour, doesnt matter what colour you use its always the same :| - Original Message - From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]> To: Sent: Thursday, October 27, 2005 1:58 AM Subject: Re: [hlcoders] UTIL_BloodSpray Eventhough i have not looked into this effect, grep gives me an idea UTIL_BloodSpray( (forward * 4 ) + ( pEnt->EyePosition() + pEnt->WorldSpaceCenter() ) * 0.5f, forward, BLOOD_COLOR_RED, 4, FX_BLOODSPRAY_ALL ); If i understand this, you can spray red, and green (Alien). Best to look at, and read from line 950 - 1300 in effects.cpp --- c0ldfyr3 <[EMAIL PROTECTED]> wrote: Im sorry if this has been discussed before, but whenever I try and use the ITempEntsSystem->BloodSpray it emits alot of unmaterialed purple squared blood. Does anyone know why ? I see no params anywhere for a material to use... Thanks in advance. -c0ld ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Yahoo! FareChase: Search multiple travel sites in one click. http://farechase.yahoo.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
[hlcoders] UTIL_BloodSpray
Im sorry if this has been discussed before, but whenever I try and use the ITempEntsSystem->BloodSpray it emits alot of unmaterialed purple squared blood. Does anyone know why ? I see no params anywhere for a material to use... Thanks in advance. -c0ld ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server plugins.
Anyone know offhand if > "server plugins" < are usable on the client side? - Original Message - From: "Jeremy Swigart" <[EMAIL PROTECTED]> To: Sent: Monday, October 24, 2005 3:44 AM Subject: [hlcoders] Server plugins. -- [ Picked text/plain from multipart/alternative ] Anyone know offhand if server plugins are usable on the client side? Specifically, can they be loaded and will they recieve game events on the client side? Thanks J -- ___ 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: [hlds_linux] Possible bug in STEAM + Metamod
But this has nothing to do with AMX .. - Original Message - From: "Jeff 'Kuja' Katz" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, April 29, 2004 5:17 AM Subject: RE: [hlcoders] Re: [hlds_linux] Possible bug in STEAM + Metamod The amxx people have an updated metamod binary. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Brian A. Stumm Sent: Wednesday, April 28, 2004 12:19 AM To: [EMAIL PROTECTED] Cc: [EMAIL PROTECTED] Subject: [hlcoders] Re: [hlds_linux] Possible bug in STEAM + Metamod On Tue, 27 Apr 2004, Matt Judge wrote: > Hi, > > I am sorry if this is on the wrong list but I am not subscribed to any > other Valve lists, and I am pretty much a noob when it comes to coding > mods for HL. > > I am in the process of converting my AMX code to work directly with > metamod, thereby cutting out the middle man and saving me some > precious CPU cycles. > > In the process of working out how things piece together I have lots of > print statements scattered about my code. During my tests, I have > noted that if you buy armour, throw a grenade at yourself, the system > sends a gmsgBattery message, then continues to send them at a rate of > 20+ per second until the next round starts or you buy more armour. > > I don't know whether this is a bug with metatmod 1.17 or STEAM. To > check it is not something introduced by my code, I have even used the > basic stub which is provided with metamod, and this flood of messages > is still apparrent. > > I have yet to see if this problem would be solved in a multiplayer > environment as my code is not yet ready. Need to amend that email, the messages continue round after round until you die or buy more armour. > > Cheers, > > Matt. > HLCoders is the place to ask... Crossposted... On a side note, the metamod 1.17 binary and source on metamod.org is not fully steam compatible. Alfred posted info to the hlcoders mailing list about some changes. One can research hlcoders and other valve mailing lists archives at http://www.mail-archive.com/[EMAIL PROTECTED]/mail5.html#0 1224 HTH ___ 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] weapons client-side
Possibly for lag compensation ... I don't know, just a suggestion. - Original Message - From: "Vyacheslav Djura" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, March 28, 2004 11:44 AM Subject: [hlcoders] weapons client-side > Hello, > > Can someone please explain why weapons code should be also on > client-side? I haven't found answer anywhere... Also, does this > influence on my weapon to make idle animations? Thanks a lot! > > Best regards, > Slava > > > ___ > 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] CS Cheats - Aimbot in 1.6. - i think theres a steam
*Sometimes* when I minimize CS, either myself or some other program stealing focus, the NS flicker thing happens to CS. But not only to the CS window, but all the steam windows it has inside its boundaries such as console and friends. I am unable to replicate this myself, it only happens every now and then ! - Original Message - From: <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, March 27, 2004 9:27 PM Subject: Re: [hlcoders] CS Cheats - Aimbot in 1.6. - i think theres a steam > I had this problem before, with standard detonators (or whatever they're called > now - can't be bothered to keep up with this). On the slightly more technical > side, I believe it's to do with the engine being slow to reacquire the surfaces > or something after losing focus, as this happens when any application steals > focus, for example an MSN Messenger toast window. > Also, on various mods it has various effects, as in Natural Selection it makes > the whole screen flicker along with the see through walls, but in Action > Half-Life it turns the floor purple (like a distorted AAATRIGGER) and makes the > walls seethrough, but without the flickers. > And, after some testing, this happens in WON half-life as well. > > Quoting StealthMode <[EMAIL PROTECTED]>: > > > I have a gf fx 5200 I will try to replicate this ghetto wallhack (for > > experimentation and testing purposes only) on our servers. If I do find > > anything I will verify or deny through a reply to this topic. d3d and the > > .04 beta huh? 53.03 is the last official release. Guess its time to say > > BETAS are buggin out over @ nvidia huh? Well least 53.03 isnt doing this > > (last stable release) so why doesn't someone contact (Omg) nvidia and let > > them know of the generic wallhack issue (didnt ati cards do this not so long > > ago?) If I recall correctly the ati cards DID have this issue, something in > > the blending of the frames, it would look at doors and say bah transparent. > > Crates, same thing, but wouldnt touch a wall or func_wall. Everyone was > > showing examples of the doors on aztec being gone with the drivers. A few > > suggestions were tossed around from change the doors to func_walls, all the > > way up to hey why doesn't ati re-write their driver (which if I am not > > mistaken, the latest radeon drivers did address that). Lets not get too > > excited now as I am sure thats a beta driver and the guy who discovered it > > is prolly on the test team. Let him turn the info over to nvidia and I am > > sure you will see a fix within a week or two. > > > > > > ___ > > 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] Compiling MM Dll on Linux
Yes I heard that a long time ago. I got it to compile and run fine without anyything missing tho =P Thanks for the help. c0ld - Original Message - From: "Jorge Rodriguez" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, March 21, 2004 5:10 AM Subject: Re: [hlcoders] Compiling MM Dll on Linux > > Trying to compile a plugin of mine on RedHat 9, I know, I know but its all I > > gots k ? > > > > -= c0ldfyr3 =- > > If you have problems loading the plugin at runtime, it may also help to > compile it with gcc 2.X instead of 3.X > > The latest version of RedHat with 2.X is 7.3, I believe. It loads 2.96 > > -- > Jorge "Vino" Rodriguez > > ___ > 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] Compiling MM Dll on Linux
Ok never mind. I found that Alfred and Wraith from AdminMod like to spice things up by using LINUX as a def instead of __linux__ Damn why can't everyone just use #ifndef WIN32 instead =( - Original Message - From: "c0ldfyr3" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, March 21, 2004 2:52 AM Subject: [hlcoders] Compiling MM Dll on Linux > Hey, just new to the list and I think it's the right place. > If its not correct me and ill go away > > Trying to compile a plugin of mine on RedHat 9, I know, I know but its all I > gots k ? > > Compiles and runs perfect, same project using MSVC WinXP. > > Giving me "undefined symbol: __5AmDirPCc", which is defined in AmSFNode.h > which is included in everything. > Im all but about to give up at this stage =( > > MakeFile is ... > > = > CC = gcc > CPP = gcc > BASEFLAGS = -Dstricmp=strcasecmp -Dstrcmpi=strcasecmp -D__linux__ > CPPFLAGS = > ${BASEFLAGS} -march=i386 -s -O2 -Wall -w -I. -I../hlsdk-2.3/sourcecode/engi > ne -I../hlsdk-2.3/sourcecode/common -I../metamod/metamod -I../hlsdk-2.3/sour > cecode/dlls -I../hlsdk-2.3/sourcecode/pm_shared > > OBJ = AmSFNode.o config.o dllapi.o h_export.o usrmsg.o sdk_util.o > hostitron.o > > hostitron_mm_i386.so: ${OBJ} > ${CPP} -fPIC -shared -o $@ ${OBJ} -ldl > > clean: > -rm -f *.o > -rm -f *.so > > %.o: %.cpp > ${CPP} ${CPPFLAGS} -c $< -o $@ > > %.o: %.c > ${CC} ${CPPFLAGS} -c $< -o $@ > > > = > Any help would be greatly appreciated. > > -= c0ldfyr3 =- > > > ___ > 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] Compiling MM Dll on Linux
Hey, just new to the list and I think it's the right place. If its not correct me and ill go away Trying to compile a plugin of mine on RedHat 9, I know, I know but its all I gots k ? Compiles and runs perfect, same project using MSVC WinXP. Giving me "undefined symbol: __5AmDirPCc", which is defined in AmSFNode.h which is included in everything. Im all but about to give up at this stage =( MakeFile is ... = CC = gcc CPP = gcc BASEFLAGS = -Dstricmp=strcasecmp -Dstrcmpi=strcasecmp -D__linux__ CPPFLAGS = ${BASEFLAGS} -march=i386 -s -O2 -Wall -w -I. -I../hlsdk-2.3/sourcecode/engi ne -I../hlsdk-2.3/sourcecode/common -I../metamod/metamod -I../hlsdk-2.3/sour cecode/dlls -I../hlsdk-2.3/sourcecode/pm_shared OBJ = AmSFNode.o config.o dllapi.o h_export.o usrmsg.o sdk_util.o hostitron.o hostitron_mm_i386.so: ${OBJ} ${CPP} -fPIC -shared -o $@ ${OBJ} -ldl clean: -rm -f *.o -rm -f *.so %.o:%.cpp ${CPP} ${CPPFLAGS} -c $< -o $@ %.o:%.c ${CC} ${CPPFLAGS} -c $< -o $@ = Any help would be greatly appreciated. -= c0ldfyr3 =- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders