Waste of an entity
instead, in the ::Spawn() method of your flag entity, save the
GetAbsOrigin() to some m_vecInitial
then when you want to "restore" it just SetAbsOrigin(m_vecInitial);
From: "Andrew (British_Bomber)" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders
Hello Alfred,
ok i found it in motd panel - thx
Wednesday, August 17, 2005, 9:01:15 PM, you wrote:
> You need to scale the background in code. The proportional mode scales
> with a fixed aspect ratio of 4:3 by design (having a variable aspect
> ratio makes panel layout impossible).
> - Alfred
To do what Alfred is saying, just override the OnThink function.
Something like:
if(IsVisible())
{
// make panel fill screen
SetSize(ScreenWidth(), ScreenHeight());
}
I can't recall the exact functions OTTOMH (off the top of my head).
hp wrote:
Hello Alfred,
thx but that will not fix my pr
You need to scale the background in code. The proportional mode scales
with a fixed aspect ratio of 4:3 by design (having a variable aspect
ratio makes panel layout impossible).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of hp
Sent: Wednesday
Hello Alfred,
thx but that will not fix my problem i think
here is my res:
"team"
{
"ControlName" "CTeamMenu"
"fieldName" "team"
"xpos" "0"
"ypos" "0"
"wide"
Would it not be easiest to simply create a point entity like the
player spawns that is something like flag_blue then when the "blue"
flag is captured you can simply send it back to the flag_blue point?
I'm sure there is some reason you wouldn't do it that simply, but off
the top of my head that se
You need to use the "r" and "c" modifiers on the position of the panels
to make them layout properly in all aspect ratios. If you set a position
to be "r20" it will be 20 pixels in from the right side of the screen
(that 20 will be scaled if the panel is proportional), "c20" means 20
pixels to the
#include "entitylist.h"
CBaseEntity *entity = gEntList.FindEntityByName( NULL, name, NULL );
The first and last NULLs are for the start entity and activator; here's
the definition of FindEntityByName:
CBaseEntity *CGlobalEntityList::FindEntityByName( CBaseEntity
*pStartEntity, const char *szName
--
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http://developer.valvesoftware.com/wiki/My_First_Entity
Has all the good stuff with linking the FGD hammer and your code together.
On 8/17/05, Chris Adams <[EMAIL PROTECTED]> wrote:
>
> Actually I have another question that's loosely related...
Actually I have another question that's loosely related...
I haven't actually used Hammer so I'm not sure, but I believe you can create
an entity as defined in the FGD, and then assign it with a name? So how
would I go about in the source code getting a handle on the entity in the
map that was nam
I suppose I could but it seems terribly long-winded just to reset two
entities :(
I'll see if I can cut it down / modify stuff so that rather than having to
keep entities I can specify ones to be removed and replaced Any
suggestions are still welcome in the mean time :-)
Thanks,
--
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http://www.sourcewiki.org/wiki/index.php/Resetting_the_Map
Could you adapt this to your needs?
On 8/17/05, Chris Adams <[EMAIL PROTECTED]> wrote:
>
>
> Hi,
>
> I'm currently trying to work in CTF as a gametype for the MOD I'm working
> on, but I
Hi,
I'm currently trying to work in CTF as a gametype for the MOD I'm working
on, but I'm having a bit of trouble on resetting the model entity (restoring
it to its map-defined position) at the appropriate points. I'll probably end
up going through it all and working something out eventually, but
Hello
I have problem with non 4:3 screen size.
I have made team menu (followed tutorial on
http://www.sourcewiki.org/wiki/index.php/Creating_a_Team-Menu )
Added it as data to be send when opening motd panel on start of the
game so it opens when motd is closed.
But when it is opening in screen
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