Re: [hlcoders] CS:S source code?

2008-02-13 Thread Grash
Yes, you need to build for your mappers a system of entities that
implements your assault gametype.

You specifically name triggers (I'm going to take that you mean any
brush ent to be a trigger). Using just triggers may not be the best
option for what you're trying to achieve. Take TF2\CTF for example. The
Flag\Intel is a model ent, and the capture zone is a brush ent.

-Grash






--- Emiel Regis [EMAIL PROTECTED] wrote:

 I've been also thinking of implementation of this for my mod's Team
 Assault gametype. From what I heard from my mappers, most of the
 objective
 scripting needs to be done in hammer, I would just have to code a
 trigger
 entity that fulfills the objective list. Do you think this is
 correct?

 Emiel Regis


  --
  [ Picked text/plain from multipart/alternative ]
  Is there anything in particular feature you need assistance with?
 
  On Feb 10, 2008 9:36 PM, Matt Stafford [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Just re-code it yourself...
 
  On Feb 11, 2008 1:12 PM, Tom Leighton
 [EMAIL PROTECTED]
  wrote:
 
   Yes they are moving CSS to the EP2 engine.
  
   No there have been no hints.
  
   Joe Motz wrote:
Have there been any hints or even speculation as to whether or
 not
  this
may happen one day? And lastly, does anyone know if they are
 moving
cs:s to the ep2 engine?
   
Tobias Kammersgaard wrote:
--
[ Picked text/plain from multipart/alternative ]
No, it is not.
   
/ProZak
   
   
On 10/02/2008, Joe Motz [EMAIL PROTECTED] wrote:
   
Forgive me in advance if this a stupid question...
   
Is it possible to edit the cs:s code and create a standalone
 mod
  using
it's base code / gameplay to build upon?
   
Regards,
Joe
   
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Re: [hlcoders] CS:S source code?

2008-02-11 Thread Joe Motz

At this point no, but thanks .for asking.

I guess coding would be the only option then... I'd just rather have
time spend coding new gameplay aspects and building on the look and feel
css offers then trying to mimic the core feel of it. Seems like a lot of
work just to get to a baseline to build off of... But then again, Rome
wasn't built in a day ;-)

cheers!

Mack Corl wrote:

--
[ Picked text/plain from multipart/alternative ]
Is there anything in particular feature you need assistance with?

On Feb 10, 2008 9:36 PM, Matt Stafford [EMAIL PROTECTED] wrote:



--
[ Picked text/plain from multipart/alternative ]
Just re-code it yourself...

On Feb 11, 2008 1:12 PM, Tom Leighton [EMAIL PROTECTED] wrote:



Yes they are moving CSS to the EP2 engine.

No there have been no hints.

Joe Motz wrote:


Have there been any hints or even speculation as to whether or not


this


may happen one day? And lastly, does anyone know if they are moving
cs:s to the ep2 engine?

Tobias Kammersgaard wrote:


--
[ Picked text/plain from multipart/alternative ]
No, it is not.

/ProZak


On 10/02/2008, Joe Motz [EMAIL PROTECTED] wrote:



Forgive me in advance if this a stupid question...

Is it possible to edit the cs:s code and create a standalone mod


using


it's base code / gameplay to build upon?

Regards,
Joe

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Re: [hlcoders] CS:S source code?

2008-02-11 Thread Emiel Regis

I've been also thinking of implementation of this for my mod's Team
Assault gametype. From what I heard from my mappers, most of the objective
scripting needs to be done in hammer, I would just have to code a trigger
entity that fulfills the objective list. Do you think this is correct?

Emiel Regis



--
[ Picked text/plain from multipart/alternative ]
Is there anything in particular feature you need assistance with?

On Feb 10, 2008 9:36 PM, Matt Stafford [EMAIL PROTECTED] wrote:


--
[ Picked text/plain from multipart/alternative ]
Just re-code it yourself...

On Feb 11, 2008 1:12 PM, Tom Leighton [EMAIL PROTECTED]
wrote:

 Yes they are moving CSS to the EP2 engine.

 No there have been no hints.

 Joe Motz wrote:
  Have there been any hints or even speculation as to whether or not
this
  may happen one day? And lastly, does anyone know if they are moving
  cs:s to the ep2 engine?
 
  Tobias Kammersgaard wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  No, it is not.
 
  /ProZak
 
 
  On 10/02/2008, Joe Motz [EMAIL PROTECTED] wrote:
 
  Forgive me in advance if this a stupid question...
 
  Is it possible to edit the cs:s code and create a standalone mod
using
  it's base code / gameplay to build upon?
 
  Regards,
  Joe
 
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archives,
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Re: [hlcoders] CS:S source code?

2008-02-10 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
No, it is not.

/ProZak


On 10/02/2008, Joe Motz [EMAIL PROTECTED] wrote:

 Forgive me in advance if this a stupid question...

 Is it possible to edit the cs:s code and create a standalone mod using
 it's base code / gameplay to build upon?

 Regards,
 Joe

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[hlcoders] CS:S source code?

2008-02-10 Thread Joe Motz

Forgive me in advance if this a stupid question...

Is it possible to edit the cs:s code and create a standalone mod using
it's base code / gameplay to build upon?

Regards,
Joe

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Re: [hlcoders] CS:S source code?

2008-02-10 Thread Joe Motz

Have there been any hints or even speculation as to whether or not this
may happen one day? And lastly, does anyone know if they are moving
cs:s to the ep2 engine?

Tobias Kammersgaard wrote:

--
[ Picked text/plain from multipart/alternative ]
No, it is not.

/ProZak


On 10/02/2008, Joe Motz [EMAIL PROTECTED] wrote:


Forgive me in advance if this a stupid question...

Is it possible to edit the cs:s code and create a standalone mod using
it's base code / gameplay to build upon?

Regards,
Joe

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Re: [hlcoders] CS:S source code?

2008-02-10 Thread Tom Leighton

Yes they are moving CSS to the EP2 engine.

No there have been no hints.

Joe Motz wrote:

Have there been any hints or even speculation as to whether or not this
may happen one day? And lastly, does anyone know if they are moving
cs:s to the ep2 engine?

Tobias Kammersgaard wrote:

--
[ Picked text/plain from multipart/alternative ]
No, it is not.

/ProZak


On 10/02/2008, Joe Motz [EMAIL PROTECTED] wrote:


Forgive me in advance if this a stupid question...

Is it possible to edit the cs:s code and create a standalone mod using
it's base code / gameplay to build upon?

Regards,
Joe

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Re: [hlcoders] CS:S source code?

2008-02-10 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Just re-code it yourself...

On Feb 11, 2008 1:12 PM, Tom Leighton [EMAIL PROTECTED] wrote:

 Yes they are moving CSS to the EP2 engine.

 No there have been no hints.

 Joe Motz wrote:
  Have there been any hints or even speculation as to whether or not this
  may happen one day? And lastly, does anyone know if they are moving
  cs:s to the ep2 engine?
 
  Tobias Kammersgaard wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  No, it is not.
 
  /ProZak
 
 
  On 10/02/2008, Joe Motz [EMAIL PROTECTED] wrote:
 
  Forgive me in advance if this a stupid question...
 
  Is it possible to edit the cs:s code and create a standalone mod using
  it's base code / gameplay to build upon?
 
  Regards,
  Joe
 
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Re: [hlcoders] CS:S source code?

2008-02-10 Thread Mack Corl
--
[ Picked text/plain from multipart/alternative ]
Is there anything in particular feature you need assistance with?

On Feb 10, 2008 9:36 PM, Matt Stafford [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Just re-code it yourself...

 On Feb 11, 2008 1:12 PM, Tom Leighton [EMAIL PROTECTED] wrote:

  Yes they are moving CSS to the EP2 engine.
 
  No there have been no hints.
 
  Joe Motz wrote:
   Have there been any hints or even speculation as to whether or not
 this
   may happen one day? And lastly, does anyone know if they are moving
   cs:s to the ep2 engine?
  
   Tobias Kammersgaard wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   No, it is not.
  
   /ProZak
  
  
   On 10/02/2008, Joe Motz [EMAIL PROTECTED] wrote:
  
   Forgive me in advance if this a stupid question...
  
   Is it possible to edit the cs:s code and create a standalone mod
 using
   it's base code / gameplay to build upon?
  
   Regards,
   Joe
  
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