RE: [hlcoders] Safe way of setting weapon damages?

2005-02-09 Thread Spencer 'voogru' MacDonald
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

RE: [hlcoders] Safe way of setting weapon damages?

2005-02-09 Thread Steven Guy
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

[hlcoders] Velocity and teleport

2005-02-09 Thread Frank Weima
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

RE: [hlcoders] [OT] Safe way of setting weapon damages?

2005-02-09 Thread Deadman Standing
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

RE: [hlcoders] [OT] Safe way of setting weapon damages?

2005-02-09 Thread Steven Guy
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

RE: [hlcoders] Velocity and teleport

2005-02-09 Thread Josh
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:

Re: [hlcoders] Velocity and teleport

2005-02-09 Thread Jon
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

Re: [hlcoders] Velocity and teleport

2005-02-09 Thread Lance Vorgin
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

Re: [hlcoders] Velocity and teleport

2005-02-09 Thread Frank Weima
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Velocity and teleport

2005-02-09 Thread British_Bomber
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

[hlcoders] Mp3 Playing

2005-02-09 Thread British_Bomber
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

Re: [hlcoders] [OT] Safe way of setting weapon damages?

2005-02-09 Thread British_Bomber
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

RE: [hlcoders] Mp3 Playing

2005-02-09 Thread Yahn Bernier
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

Re: [hlcoders] Velocity and teleport

2005-02-09 Thread tei
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

Re: [hlcoders] [OT] Safe way of setting weapon damages?

2005-02-09 Thread Jeffrey \botman\ Broome
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please

RE: [hlcoders] [OT] Safe way of setting weapon damages?

2005-02-09 Thread Spencer 'voogru' MacDonald
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:

Re: [hlcoders] [OT] Safe way of setting weapon damages?

2005-02-09 Thread British_Bomber
*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

[hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-09 Thread tei
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

[hlcoders] AI structure

2005-02-09 Thread Mark Ettinger
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

Re: [hlcoders] AI structure

2005-02-09 Thread Sniper
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:

Re: [hlcoders] AI structure

2005-02-09 Thread Hasan Aljudy
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