hmm .. if you are doing the SP (modify half-life 2 option) then I
think sdk___stuff is not meant to be available (it's for mp)
but I have absolutely no idea whether it's easy or difficult to enable it.
On Sat, 11 Dec 2004 02:29:15 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> Ok I got this workin
Ok I got this working I needed to include
sdk_gamerules.h in the CLIENT_DLL section would not work otherwise.
#ifdef CLIENT_DLL
#else
#include "voice_gamemgr.h"
#include "team.h"
#include "sdk_player.h" // added.
#endif
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From:
hmm
I added
class CSDKPlayer;
Below the includes and it is still generating the use of undefined type
CSDKPlayer...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Hasan Aljudy" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, December 10, 2004 11:16 PM
Subje
ok that makes sense...
Thanks...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Hasan Aljudy" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, December 10, 2004 11:16 PM
Subject: Re: [hlcoders] use of undefined type CSDKPlayer
> just type:
>
> class CSDKPl
I posted this on the VERC forums a week ago and everyone seems too busy with
HL2(I still cant compile, so I'm gunna continue my HL1 mod instead). I have
never been able to figure out how to make proper messages to the players. I
have used some dodgy ways of doing it, but they are horrible and not w
just type:
class CSDKPlayer;
without anything .. it's a forward declaration, basically lets the
code knows that this class exists.
afaik, you can only declare _pointers_ to this class after the forward
declaration, otherwise you will have to #include the header file
containing the definition of t
I can not get this to work for the life of me.
(Classes confuse the hell out of me)
Anyways if I comment out
if ( pPlayer->clientCommand( pcmd ) )
return true;
It will compile without errors
If I have the follow code (shown below)
I get use of undefined type CSDKPlayer
bool CSDKGameRules::Client
When a player has MOVETYPE_OBSERVER and collides with any brush the player
falls through the world, and keeps falling and falling and falling forever.
I am using the base multiplayer SDK. I set the observermode with:
pPlayer->StartObserverMode(OBS_MODE_ROAMING);
I noticed this problem does not occu
Igor Murashkin wrote:
Hi, I'd like to post on this list, my email is
[EMAIL PROTECTED]
Um, okay. You just did! YAY!!! :)
--
Jeffrey "botman" Broome
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Hi, I'd like to post on this list, my email is
[EMAIL PROTECTED]
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The box is trivially changeable from within code. Just change the
constants VEC_HULL_MIN or VEC_DUCK_HULL_MIN or the code that uses them.
Also, turn on developer mode (run with -dev or type developer 1 at the
console) and you can see debug overlays. They do many things including
visualization of
ok, I thought so.
for the bbox, I'm not sure, but after several hours of searching I found this
CBaseEntity::SetSize
but I'm not sure it works the way I think it does.
is there a coonsole command or someway to display the box around my
"player" (assuming I'm in thirdperson mode)
On Fri, 10 Dec
> [ Picked text/plain from multipart/alternative ]
> thanks for the link but I'm not sure that is what is going on. I'm working
> only in SP and not in the SDK folder at all. I simply modified the Magnum
> to shoot twice instead of once. Then ran the mod. I then do an impulse 101
> and my hud i
--
[ Picked text/plain from multipart/alternative ]
no there isn't a model for the player. You can type "thirdperson" while
playing the game and you won't see anything. You have to set you own.
David
---Original Message---
From: [EMAIL PROTECTED]
Date: 12/10/04 12:42:22
To: hlcoders
Su
Its not possible yet.
Greets
Ronny
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,
does anyone know if its still possible to hook the UserMessages like in
Hl1
?
At the moment I can only hook the game events through the
IGameEventManager
class. B
--
[ Picked text/plain from multipart/alternative ]
thanks for the link but I'm not sure that is what is going on. I'm working
only in SP and not in the SDK folder at all. I simply modified the Magnum
to shoot twice instead of once. Then ran the mod. I then do an impulse 101
and my hud is up an
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,
does anyone know if its still possible to hook the UserMessages like in Hl1
?
At the moment I can only hook the game events through the IGameEventManager
class. But the UserMessages offer some a
Nicholas Rhead wrote:
But shouldn't the mod authors be extended those
classes rather than modifying them directly? And if
they do that will just mean we would have to recode
our server plugins.
If you expose code to MOD authors, you can bet that some of them will
change it.
Gooseman should have use
is it possible to change the size/dimensions of the player's bounding
box through code?
Also, does the Single Player have a model for the player?
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--- "Jeffrey \"botman\" Broome"
<[EMAIL PROTECTED]> wrote:
> But you shouldn't actually be accessing these at
> all since MOD authors
> can change the CBaseEntity, CBasePlayer, etc.
> classes and add/remove
> member variables or functions without your
> knowledge. You will assume
> you know what
just create rules [hlds_linux] ... in topic
On Fri, 10 Dec 2004 12:41:17 +, Ben Davison
<[EMAIL PROTECTED]> wrote:
> How do I set it so all mail from the mailing lists get sent to my labels?
>
>
>
> On Tue, 7 Dec 2004 21:06:36 +0100, ZoMtEc <[EMAIL PROTECTED]> wrote:
> > outlook sux ;)
>
I'm personally in favour of hl2coding.com's because it has the best
sounding name :D
It also has good wiki software and useable forums and the site staff
seem helpful.
Nothing against any of the other though.
Oh and it is also the most focued (just hl2 coding, no other games and
not flooded by m
Possibly with generic methods so the interface does cover mod specific
properties.
Something in the lines of SetInt(char *propertieName, int value) and so
on...
On Thu, 2004-12-09 at 16:24 -0600, Jeffrey "botman" Broome wrote:
> Jay Stelly wrote:
> >
> > You should let us know what data you are
Yea, I just I'm jumping the gun. I didn't get in the HL seen until about 1-2
years ago so I wasn't around when the HL1SDK was released. I guess you could
consider me a *noob* in that respect. I'm just worried I won't be able to do
certain things. No rush...
Josh
-Original Message-
From:
just do something that every one wants, but no one can
do, like a 25 page tut on how to make a cs:s map, or
how to work with some of the complex functions, like
the old triapi
--- HoundDawg <[EMAIL PROTECTED]> wrote:
> > Seems good, it would just be a pain if various
> community's splintered
> >
> Seems good, it would just be a pain if various community's splintered
> from each other
I think it's a little too late. There are just too many communities looking
to draw attention and grow by providing a wiki. Maybe I should just create a
linki that contains links to the wiki articles that ar
How do I set it so all mail from the mailing lists get sent to my labels?
On Tue, 7 Dec 2004 21:06:36 +0100, ZoMtEc <[EMAIL PROTECTED]> wrote:
> outlook sux ;)
>
> On Tue, 7 Dec 2004 09:02:41 -, McCormack, Chris
>
>
> <[EMAIL PROTECTED]> wrote:
> > You can group your emails in outlook by conve
Seems good, it would just be a pain if various community's splintered
from each other
On Wed, 8 Dec 2004 21:15:09 -0500, ChessMess <[EMAIL PROTECTED]> wrote:
> We'll this one seems to be getting updated everyday...
>
> http://hl2sdk.wolferix.de/index.php/Main_Page
>
>
Im guessing your running the skeletal mp code ?
http://forums.thewavelength.net/index.php?showtopic=11025
try that.
-Boback
On Fri, 10 Dec 2004 01:10:33 -0500, David Nelson <[EMAIL PROTECTED]> wrote:
> ok, when I just run my empty mod without any mods from the game.. things
> start to disappear a
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