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
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
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
___
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
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
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
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
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
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
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
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
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
___
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
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
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
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
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
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
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
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,
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
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
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
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
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
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
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
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
==
28 matches
Mail list logo