Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs
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 -- [ Picked text/plain from multipart/alternative ] The LCD monitor prop and the vgui_screen -- ts2do -- ___ 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] Difference between Hammer-created and Code-created VGUIs
-- [ Picked text/plain from multipart/alternative ] The LCD monitor prop and the vgui_screen -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs
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 -- [ Picked text/plain from multipart/alternative ] 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 -- ts2do -- ___ 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] Difference between Hammer-created and Code-created VGUIs
-- [ Picked text/plain from multipart/alternative ] 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 -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs
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 -- [ Picked text/plain from multipart/alternative ] 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) -- ts2do -- ___ 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] Difference between Hammer-created and Code-created VGUIs
-- [ Picked text/plain from multipart/alternative ] 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) -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Difference between Hammer-created and Code-created VGUIs
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders