Re: [hlcoders] CS:S source code?
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 > >> > >>> > >> > >>> ___ > >> > >>> 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 > >> > > >> > > >> > >> > >> -- > >> Matt Stafford (Wraiyth) > >> http://www.wraiyth.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 > > > > > > > > > > -- > Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > Never miss a thing. Make Yahoo 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
Re: [hlcoders] CS:S source code?
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 > >>> > >>> ___ > >>> 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 > > -- Matt Stafford (Wraiyth) http://www.wraiyth.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 -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CS:S source code?
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 ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CS:S source code?
-- [ 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 > > >>> > > >>> ___ > > >>> 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 > > > > > > > -- > Matt Stafford (Wraiyth) > http://www.wraiyth.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] CS:S source code?
-- [ 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 > >>> > >>> ___ > >>> 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 > > -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CS:S source code?
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 ___ 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] CS:S source code?
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 ___ 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] CS:S source code?
-- [ 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 > > ___ > 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] CS:S source code?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders