So in short, as long as everybody does not touch the cBaseEntity and
cBasePlayer but make an own class to derive from it, the plugins will be
safe...
The irony! :)
===
Stefan Hendriks
FunDynamic & RealBot
http://www.fundynamic.nl
http://realbot.bots-uni
mod authors should *not* be limited or restricted by plug-in authors.
plug-in authors *should* be limited and restricted by mod authors >:)
On Mon, 10 Jan 2005 11:38:00 +0100, S. Hendriks <[EMAIL PROTECTED]> wrote:
> So in short, as long as everybody does not touch the cBaseEntity and
> cBasePlay
Rofl, i think its a bi-directional thing here ;) You either change your
mod code and destroy plugins... Or plugins force you to code how the sdk
is intended to be used... Ie, derive from classes and not just hack into
them :P
===
Stefan Hendriks
FunDyn
If you're willing to detour, nobody's restricted by anybody :D
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> mod authors should *not* be limited or restricted by plug-in authors.
> plug-in authors *should* be limited and restricted by mod authors >:)
Why should *anyone* be restriced by *anyone*? Hacking classes renders the
purpose of object oriented programming somewhat useless... ;)
_
There are instances when working on a mod that you need to alter the base
class though. One example would be a round reset system.
Unless you want to search for every possible entity by name to reset them,
you'd want to add a reset function at base level, so you can just call
base->reset or what h
I still see the reason.
You could derive your entities from the baseclass and put a reset in
that entity. When you want to reset stuff, you could put that in an own
baseclass even so you derive from 2 classes.. Imo, there is no excuse to
alter the baseentity or baseplayer class.
=
Dunno if this applies to HL2 coding(I swear, if I don't get MSVC 2003
soon*grumble*) but pretty much half the crap I added to my MOD
required me to add members to CBaseEntity. All plugin authors need to
do is update their plugin everytime the mod is updated, mod authors
make the declaration of thos
That would be a most ideal situation. I just hope it will also compile
fine when you give me your class ,w ithout the contents of possible
functions...
===
Stefan Hendriks
FunDynamic & RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http:
the source SDK will compile under MSVC 2003(or 7.1) but will(with some
tinkering) work with MSVC 6 and above.
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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This is a HL1 question, not source
I have put some code into my rpg that makes a traceline when you
secondaryattack, and gets the ent from that result and uses that as
the rocket target instead of the laser dot. The only problem I am
having is that traceresult only has a pointer to the edict_t of
Hi everyone,
If I understood the server plugin example correctly, I can only access
certain features through interfaces. Now I wonder if there's a list of
interfaces I can use in a server plugin? What I'm looking for especially is
a good method of disconnecting a client. I know that the engine int
>
> If I understood the server plugin example correctly, I can only access
> certain features through interfaces. Now I wonder if there's a list of
> interfaces I can use in a server plugin?
Here's some that I've tried (you'll need to include the appropriate .h
file yourself). The commented ones
In response to your last question:
http://list.valvesoftware.com/mailman/private/hlcoders/
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christian
Marschalek
Sent: Monday, January 10, 2005 7:50 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders]
<[EMAIL PROTECTED]> wrote:
> In response to your last question:
>
> http://list.valvesoftware.com/mailman/private/hlcoders/
The valvesoftware.com archive isn't searchable.
Jeffrey "botman" Broome
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And the one botman posted presents it in a better tree, sometimes the
mailman archive screws it up
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Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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Hi Jeffrey,
First: thanks for your fast answer!
> Here's some that I've tried (you'll need to include the appropriate .h
> file yourself). The commented ones definitely don't work...
That's what I was looking for and since valve has commected the code pretty
good I think I can handle it from he
Update ..
I've narrowed down the problem to be caused by a class I derived from
CPhysicsProp. Sometimes when this class spawns, for reasons a mystery
to me, it starts calling destructors and goes up the chain from
C_BreakableProp all the way to C_BaseEntity. I used the debugger in
VS.NET to watch
I apologize for the extended dialogue with myself here.
I converted it from CPhysicsProp to CPhysicsPropMultiplayer and now I
don't get that error anymore.
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[ Picked text/plain from multipart/alternative ]
Hi,
Has anyone else noticed the respawn bug in multiplayer?
If not, heres a short description of it:
When you kill a player and when he is about to respawn, you can see that
the playermodel
is created
I tried contacting Valve regarding this problem, but they haven't
responded in over 3 weeks. HL Elite programmer (007) told me that
"hlcoders" were more efficient than Valve/Steam technical support and
that I might be able to find help this way. Basically, my problem is
as follows:
Whenever I tr
The problem is that these are line traces, not fast moving bullets.
So, the best way I can see is to precalculate the target and then move
the object down based on gravity.
When a bullet is fired, you can line trace to see what it hits, then,
you can easily determine (based on time) how far down
1. I don't have the code in front of me. Doesn't CBasePlayer have a
pointer or some way to access its own anim state? If so, you can
change it there?
2. Probably because it is calculated at end of frame or something from
the camera matrix. Do a find in files for all accessors or set
breakpoints to
This is inappropriate for this list, the Steam forums or technical
support (as you have already tried) are the correct places to ask this.
The networking problem you mention are typically caused by a bad NAT
device (linksys ones seem to be the worst offenders at the moment).
- Alfred
Origina
Mike Michaels wrote:
Whenever I try to play HL2 Multiplayer online, I find that I am
constantly getting disconnected from every server I log into. I get
disconnected on average of about once every 5-10 minutes. Upon
disconnection, I always receive one of the two following error
messages:
Disconne
with regards to changing the hitbox .. if you're working with the
single player, it's not automatic.
On Mon, 10 Jan 2005 12:37:23 -0800, David Byttow <[EMAIL PROTECTED]> wrote:
> 1. I don't have the code in front of me. Doesn't CBasePlayer have a
> pointer or some way to access its own anim state
Doing AddEffects( EF_NOINTERP ) when the player respawns will fix this
in most cases. There's a known bug in EF_NOINTERP where they'll still
interpolate sometimes, but we'll be fixing that in an SDK update.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of T
Hmmy attempts to change the collision rules don't seem to change
anything. I set my projectile up as follows:
pBullet->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
pBullet->SetCollisionGroup(COLLISION_GROUP_PROJECTILE );
Then in ShouldCollide() in both the sdk_gamerules.cpp and i
Hello,
Has anyone else noticed an inability to climb ladders in the MP SDK
code? At first I thought this was because the CSDKGameMovement class
declared its own constructor without calling the base class
constructor and something was not being initialized, but this does not
help.
I've been diggin
Anyone know the command to turn console output to log to a file?
I had found it before but forget the command...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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