RE: [hlcoders] Precaching Resources in Source Mods

2005-07-05 Thread Spencer 'voogru' MacDonald
There is no assuming, I don't think valve would be dumb enough to allow the pre-caching of the same object more than once. -Original Message- From: Jeffrey "botman" Broome [mailto:[EMAIL PROTECTED] Sent: Tuesday, July 05, 2005 9:09 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlco

RE: [hlcoders] Can't remove a CBeam Entity

2005-07-05 Thread bob
void CTripmineGrenade::KillBeam( void ) { if ( m_pBeam ) { UTIL_Remove( m_pBeam ); m_pBeam = NULL; } } this is inside grenade_tripmine.cpp and will be able to remove the beam you are using for your ray gun. But, you will have to set up some s

Re: [hlcoders] Precaching Resources in Source Mods

2005-07-05 Thread Jeffrey \"botman\" Broome
Michael A. Hobson wrote: But the second (and succeeding calls to PrecacheXXX() are going to return the same resource index, despite not having reloaded it, right ? I would assume so, but it's easy enough to test this out! ;) -- Jeffrey "botman" Broome ___

RE: [hlcoders] Do The Server and Plugin DLL's Get Reloaded At Map Changes ?

2005-07-05 Thread Michael A. Hobson
Alfred, Thanks for clearing that up. At 06:01 PM 7/5/2005, you wrote: When the game process returns control to the command prompt. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael A. Hobson Sent: Tuesday, July 05, 2005 5:53 PM To: hlcode

Re: [hlcoders] Precaching Resources in Source Mods

2005-07-05 Thread Michael A. Hobson
Botman, Thanks. I sort of figured that. But the second (and succeeding calls to PrecacheXXX() are going to return the same resource index, despite not having reloaded it, right ? At 05:59 PM 7/5/2005, you wrote: Michael A. Hobson wrote: Another, question for the experts. If I should Precach

Re: [hlcoders] Precaching Resources in Source Mods

2005-07-05 Thread Jeffrey \"botman\" Broome
Michael A. Hobson wrote: Another, question for the experts. If I should Precache a resource in a server plugin, what happens if the map loader comes along and tries to precache the same exact resource ? The engine ignores the request to precache something that has already been precached (it do

RE: [hlcoders] Do The Server and Plugin DLL's Get Reloaded At Map Changes ?

2005-07-05 Thread Alfred Reynolds
When the game process returns control to the command prompt. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael A. Hobson Sent: Tuesday, July 05, 2005 5:53 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Do The Server and Plugin

RE: [hlcoders] Do The Server and Plugin DLL's Get Reloaded At Map Changes ?

2005-07-05 Thread Michael A. Hobson
Alfred, Please forgive me for being dense, but when you say "the game exits", do you mean the server is shutdown or restarted ? Because I'm asking about Multiplayer and server plugins here - specifically for CS:S. At 05:44 PM 7/5/2005, you wrote: Right, they only get unloaded when the game e

[hlcoders] Precaching Resources in Source Mods

2005-07-05 Thread Michael A. Hobson
Another, question for the experts. If I should Precache a resource in a server plugin, what happens if the map loader comes along and tries to precache the same exact resource ? Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To

Re: [hlcoders] Do The Server and Plugin DLL's Get Reloaded At Map Changes ?

2005-07-05 Thread Michael A. Hobson
Botman, Thanks :) At 05:39 PM 7/5/2005, you wrote: Michael A. Hobson wrote: Alfred, Jay, Robin ? I need to know this as it affects which of the callbacks I should be using for various things I need my plugin to do. IIRC, no they don't. The game DLL doesn't get reloaded at map change either

RE: [hlcoders] Do The Server and Plugin DLL's Get Reloaded At Map Changes ?

2005-07-05 Thread Alfred Reynolds
Right, they only get unloaded when the game exits. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey "botman" Broome Sent: Tuesday, July 05, 2005 5:39 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Do The Server and Plugin DLL

Re: [hlcoders] Do The Server and Plugin DLL's Get Reloaded At Map Changes ?

2005-07-05 Thread Jeffrey \"botman\" Broome
Michael A. Hobson wrote: Alfred, Jay, Robin ? I need to know this as it affects which of the callbacks I should be using for various things I need my plugin to do. IIRC, no they don't. The game DLL doesn't get reloaded at map change either. -- Jeffrey "botman" Broome ___

[hlcoders] Do The Server and Plugin DLL's Get Reloaded At Map Changes ?

2005-07-05 Thread Michael A. Hobson
Alfred, Jay, Robin ? I need to know this as it affects which of the callbacks I should be using for various things I need my plugin to do. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences

Re: [hlcoders] NPC activities

2005-07-05 Thread Kamran
Yes please, because later in my mod I will have to use this info... Robin Walker wrote: There's lots of names for this kind of method of linking code & content. Internally, we call them symbolic links. The link between the code (imagine something like NPC->PlayAnimation( activity )), and the co

RE: [hlcoders] NPC activities

2005-07-05 Thread Robin Walker
There's lots of names for this kind of method of linking code & content. Internally, we call them symbolic links. The link between the code (imagine something like NPC->PlayAnimation( activity )), and the content ("standing_reload" animation), is a symbol. The symbol here is "ACT_RELOAD", and we ca

Re: [hlcoders] NPC activities

2005-07-05 Thread Tom Edwards
I'm no modeller or coder, but that sounds pretty neat regardless. What's the collective term for these technologies (the material system sounds like it does the same sort of thing)? And that reminds me, I need to update the actbsuy diagram. Robin Walker wrote: Actually, these aren't activities

RE: [hlcoders] NPC activities

2005-07-05 Thread Robin Walker
Actually, these aren't activities. They're really two things: - entries in the actbusy.txt file list of actbusies (which I won't go into here). - sequence names. NPCs play animations by sequence. Activities are a way of abstracting away sequence names from animation "concepts", an

[hlcoders] Can't remove a CBeam Entity

2005-07-05 Thread Cedric .
This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. -- [ Converted text/html to text/plain ] Hi list, I try to make a laser on my gun. I successful create it, but i can't remove it here is my code void CWeapo

[hlcoders] Valve: need a clear statement

2005-07-05 Thread Ronny Schedel
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] As I read in some older mails, Valve got some mails from concerned customers about the wide spread of server mods (adminmod/amxmod/wc3). Valve is doing some "code cleaning" now, as we have seen in an

RE: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Ian Warwick
Cool thanks Teddy :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: 05 July 2005 16:08 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] ideas on making an expanding orb yep, just remember to add a: VectorScale( transform[2], scale,

Re: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Teddy
yep, just remember to add a: VectorScale( transform[2], scale, transform[2] ); so it scales on z axis, and it should work On 7/6/05, Ian Warwick <[EMAIL PROTECTED]> wrote: > Very cool, I chased that into C_BasePlayer > > 01215 float scale = GetModelWidthScale(); > 01216 if ( scale

Re[2]: [hlcoders] Perforce user guest problem

2005-07-05 Thread hp
Hello Alex, I ran: p4 protect and removed * user - now not known users cant connect :) thx for help Tuesday, July 5, 2005, 2:59:49 PM, you wrote: > You'll need to create a new user account for yourself and then limit > access to the depot (or parts of the depot) to just that user. > You can

RE: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Ian Warwick
Very cool, I chased that into C_BasePlayer 01215 float scale = GetModelWidthScale(); 01216 if ( scale != 1.0f ) 01217 { 01218 VectorScale( transform[0], scale, transform[0] ); 01219 VectorScale( transform[1], scale, transform[1] ); 01220

RE: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Ian Warwick
Cool, just checked that out on a doxygen site, not home at the moment to try it, anyone confirm that this really works? I was under the impression it was'nt a simple thing to do (even though it should be!). Thanks, can't wait to check that out. > Try adding a function similar to the SetModelWidth

Re: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Teddy
Try adding a function similar to the SetModelWidthScale() (see how it's implemented with GetModelWidthScale() ) to the CBaseAnimating class, that's an easy way to make a model scale up/down. Use a thikn function to make it change over time, and bobs your uncle On 7/5/05, Ian Warwick <[EMAIL PROTEC

RE: [hlcoders] Perforce user guest problem

2005-07-05 Thread Alex Thomson
You'll need to create a new user account for yourself and then limit access to the depot (or parts of the depot) to just that user. You can create a new user from the P4 Windows client via User -> New. You'll have to see the "Perforce Command Line User's Guide" for details on protections and lim

[hlcoders] Perforce user guest problem

2005-07-05 Thread hp
Hello hlcoders, I see i can connect to perforce without password with guest username. I want to disable this so noone can steal my code - i looked at perforce website but i cant find any info about guest user and how to disable it. maybe someone can help me with this here? -- Best regards, hp

RE: [hlcoders] ideas on making an expanding orb

2005-07-05 Thread Ian Warwick
Cool, I have never tried using meshbuilder yet, always time to learn :) I guess I can perform Matrix transformations once I have a built mesh? > take a look at the meshbuilder class.. those are just polygons in world space, not sprites billboarded to face the camera ==