Any admin or programmer will be able to change weapon damage, if they really
really want to.
I'd use encrypted weapon script files, since the code for that is already
there and ready to be used, and it's a little hard for average admin or
programmer to get the data from these (but it's possible
Because the player's will blame the mod not the server.
If it was documented by the mod makers as a feature that would be different.
From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Safe way of
Hi,
After a while testing, trying things and that kind coding I figured out how
I can make a slap function. I made one and this one works. You heard the
sound when the client is slapped, health is decreasing by damage and the
player dies when health get below 0. But there is one thing that now
HUH? After playing many modded CS, TFC, and NS servers I have yet to see
a single player blame the mod. If anything they blame the server.
At any rate you can not really block it from happening as long as there
is a client server relationship and health is broadcast to the server. A
server plugin
This is a bit different case. With CS, TFC and NS all those are third party
server side apps. In this case the weapon code itself can be modified by
anyone with notepad. I like to feel that I have more control over my code
than that.
Also as a side note all those damn server apps are the reason I
You can only get the user's origin with that (and its windows only since
it's an offset). You cannot change it.
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Frank Weima
Sent: Wednesday, February 09, 2005 4:44 AM
To:
I teleport the player in my current project this is how it is done. Note
that I am warping them to a target entity so your slap would move them
relative to their current position instead of too the info_target...
pPlayer = UTIL_GetLocalPlayer();
CBaseEntity *pTargetLocation = NULL;
pTargetLocation
You can only get the user's origin with that (and its windows only since
it's an offset). You cannot change it.
Err.. says who? *(float*)(pEnt-GetUnknown() + OFFSET_ORIGIN_X) = fX; ...
But that method isn't very bright anyway, considering you have the
CBaseEntity definition - just access the
Hey Guys,
Thanks for this reaction. It will help me with my project. Thanks!
If I have any questions, you will hear it.
Thanks again,
Frank anxiro Weima
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visit:
couldnt you just take the players velocity and when you send a slap
command it just add's a number, say 30 to X and 20 to Y, to the
players current velocity? I thought that's how the CS 1.6 and below
slap commands worked. I never looked into them but I dont remember
them teleporting people. :D
Is there any way of either finding out when an MP3 is done plaing in
HL2 or of queueing mp3's? I am going to implement an ingame mp3
player and would rather not have to include DirectShow, as others
have, rather I want to use the built in mp3 player that HL2 already
has. The playing of an mp3 is
You can hard code the damage in,
here is the code from the SDK weapon parse
m_iDamage = pKeyValuesData-GetInt( Damage, 42 ); //
Douglas Adams
1952 - 2001
as valve does here, you can too, once you have run the base parse you
can add in your own values so it overwrites what
Actually, I'm already writing one for you guys as an SDK example. :)
(Working on it from home so that I could test whether I could do what I
needed with the SDK)
Right now there isn't a way to detect sound finishing from the client
.dll, but I'm going to add such a method to the engine and we'll
I dont know HL, but we on Quake move the player 1 unit up*, to avoid
friction. This whas needed or the player will not move, even if you add
'40284 40284 40284' to his speed.
Yet another option can be to remove ON_GROUND flags or something similar,
etc... the problem here can be friction.
*On a
British_Bomber wrote:
real quick though, does anyone know who Douglas Adams is?
This is a joke, right?
If not...
http://www.douglasadams.com/
--
Jeffrey botman Broome
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pKeyValuesData-GetInt( Damage, 42 ); // Douglas Adams 1952 - 2001
They must be real bad at math, 2001 - 1952 is 49, not 42.
;)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman
Broome
Sent: Wednesday, February 09, 2005 4:47 PM
To:
*looks at book collection above computer*
I knew it rang a bell, but I wasn't aware he had died. Botman, I
appologized for that.
On Wed, 9 Feb 2005 18:25:45 -0500, Spencer 'voogru' MacDonald
[EMAIL PROTECTED] wrote:
pKeyValuesData-GetInt( Damage, 42 ); // Douglas Adams 1952 - 2001
They must
Yea.
You think Its a nice day, then BANG, you died. And the whole day its ruined.
This universe its odd, 42 its not even power of two. Rats know why.
British_Bomber wrote:
*looks at book collection above computer*
I knew it rang a bell, but I wasn't aware he had died. Botman, I
appologized for
Has anyone been successful at dissecting the structure of the AI,
specifically the class ai_basenpc? When bot support was released I
thought it would be fun to tackle the development of good bots as a
project. I decided to look into how the AI worked for a start, e.g.
what information they had
If that's too hard to take in all at once, try examining the Half-Life 1 sdk
and have a look at the AI there. It's nearly the same, though half-life 2's
AI has many more functions and some functions/features were re-done a bit.
-Sniper
On 2/9/2005 7:39:53 PM, hlcoders@list.valvesoftware.com wrote:
Try this:
http://www.hl2coding.com/forums/viewtopic.php?t=69
On Wed, 9 Feb 2005 17:39:53 -0700, Mark Ettinger [EMAIL PROTECTED] wrote:
Has anyone been successful at dissecting the structure of the AI,
specifically the class ai_basenpc? When bot support was released I
thought it would be fun
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