Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-30 Thread Thomas Vollmer
Got it.


- Original Message 
From: Aaron Schiff <[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com
Sent: Saturday, July 29, 2006 8:46:09 PM
Subject: Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs


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The LCD monitor prop and the vgui_screen


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Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-29 Thread Aaron Schiff
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The LCD monitor prop and the vgui_screen


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Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-29 Thread Thomas Vollmer
Ah, ok. So I specify my own custom panel in the RES file and the rest happens 
in the code for that custom panel. Makes sense.

But what are the 2 ents that I would combine into a prefab?

Regards,
Thomas


- Original Message 
From: Aaron Schiff <[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com
Sent: Saturday, July 29, 2006 5:12:03 PM
Subject: Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs


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You have to code the panel that the corresponding res file uses

Doing everything with code will allow you to be sure that you'll have
consistency

Of course if you made a prefab of the 2 ents, this wouldn't be a problem

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Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-29 Thread Aaron Schiff
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You have to code the panel that the corresponding res file uses

Doing everything with code will allow you to be sure that you'll have
consistency

Of course if you made a prefab of the 2 ents, this wouldn't be a problem

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ts2do
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Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-29 Thread Thomas Vollmer
Sorry, I'm not sure I know what you mean.

If I create a vgui_screen in Hammer, how do I go about coding the functionality?

And, what is the difference of this approach with the other approach of doing 
everything in code?

Thanks,
Thomas


- Original Message 
From: Aaron Schiff <[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com
Sent: Friday, July 28, 2006 7:17:04 PM
Subject: Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs


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You either need to add vgui screen functionality into the prop's code or add
a vgui_screen to the map using hammer (still need to code the vgui screen's
functionality)

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ts2do
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Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-28 Thread Aaron Schiff
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You either need to add vgui screen functionality into the prop's code or add
a vgui_screen to the map using hammer (still need to code the vgui screen's
functionality)

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ts2do
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[hlcoders] Difference between Hammer-created and Code-created VGUIs

2006-07-28 Thread Thomas Vollmer
Hi all,

I followed the turorial at [1] and now I have a panel in my map. Later on, I 
found the tuorials at [2] and [3], which seem to explain how to do the same 
thing using code instead of Hammer. So, what's the difference between these two 
ways?

I'm trying to have an LCD touchscreen in my map where the player can always go 
and click buttons to get information and click other buttons to make decisions 
(which alter global state). Basically like a (simple) simulated PC desktop 
application running within the map. What's the best way fo going about this?

Also, I need to store some global state to make this work and I'm thinking of 
using a logical entity. Is this the right approach?

Thanks in advance!

Regards,
Thomas

[1] http://developer.valvesoftware.com/wiki/VGUI_Screen_Creation
[2] http://developer.valvesoftware.com/wiki/VGUI2:_Creating_a_panel
[3] http://developer.valvesoftware.com/wiki/VGUI:_Making_GameUI_Panels


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