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If all else fails: http://developer.valvesoftware.com/wiki/VMEX
Are you using singleplayer HL2?
On 1/9/06, Matthew <[EMAIL PROTECTED]> wrote:
>
> I did but they just look at you.
> - Original Message -
> From: "Aaron Schiff" <[EMAIL PROT
I did but they just look at you.
- Original Message -
From: "Aaron Schiff" <[EMAIL PROTECTED]>
To:
Sent: Monday, January 09, 2006 6:54 PM
Subject: Re: [hlcoders] How to make cops bash you?
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Give them stunsticks
On 1/9/06, Matthew <[EM
Also, take a look at
http://developer.valvesoftware.com/wiki/Ai_goal_police , which is an
entity you can use to make Metrocops guard a specific point, preventing
players from getting behind it.
Robin.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron
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Give them stunsticks
On 1/9/06, Matthew <[EMAIL PROTECTED]> wrote:
>
> I want to make the effect from the begging of the game in the trainstation
> where the metrocops just bash you when you get to close How do you do
> this?
>
>
>
>
Sign up for the mapping list here:
http://list.valvesoftware.com/mailman/listinfo/hlmappers
Your currently on the coding list, which is more geared towards
programming with the HL SDKs. The mapping list is geared towards helping
level designers/mappers work with the HL and Source engine. Your las
I want to make the effect from the begging of the game in the trainstation
where the metrocops just bash you when you get to close How do you do this?
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What the mappers list?
- Original Message -
From: "Spektre" <[EMAIL PROTECTED]>
To:
Sent: Monday, January 09, 2006 5:46 PM
Subject: Re: [hlcoders] [hlcoders]
First of all; take this to the mappers list next time, please.
Second. It's done with a couple of func_doors parented to each ot
First of all; take this to the mappers list next time, please.
Second. It's done with a couple of func_doors parented to each other,
and set not to render. The prop_dynamic is parented to the func doors,
to make it appear as if it's moving, when in actuality the entitys are
doing all the mechanical
Ok thanks
iginal Message -
From: "Tim Holt" <[EMAIL PROTECTED]>
To: ; "Matthew" <[EMAIL PROTECTED]>
Cc:
Sent: Monday, January 09, 2006 5:38 PM
Subject: Re: [hlcoders] [hlcoders]
Try decompiling one of the HL2 maps with VMEX where it is used and you
should be
able to see how it's done.
Quo
Try decompiling one of the HL2 maps with VMEX where it is used and you should be
able to see how it's done.
Quoting Matthew <[EMAIL PROTECTED]>:
> Hey I am making this map where I need the models/combine_gate_Vehicle.mdl to
> open but I dont know how to make it work. I put it as a prop_dynamic a
Hey I am making this map where I need the models/combine_gate_Vehicle.mdl to
open but I dont know how to make it work. I put it as a prop_dynamic and
set a trigger to open it but it didnt open help please.
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Hi,
Can someone give me an example of code for this please?
As far as I can understand, I just need to write something like this to
make it send a request:
(*g_engfuncs.pfnQueryClientCvarValue2)(pEntity, "cl_cmdrate", 1);
Then, at the other end, something like this:
void CvarValue2(const edic
Actually, sound and light are two totally different things. Sound is
pressure, and light is a photon. With the spectrum being a measure of
frequency, sound and light can fit into the same spectrum, even the same
areas.
Christopher Kunz wrote:
I have thought about that too - sound or light are
Hi
I have what I think may be a nice base line to develop the desert mirage
effect.
A while back I made an SDK using [func_smokevolume] for the purpose of
making efficient rolling animated 3d ground fog. (Side note, It makes
great clouds too, add a mover and they roll and flow across the sky much
Thanks for your help!
> Date: Sun, 8 Jan 2006 08:22:31 -0800
> From: DigiChaos <[EMAIL PROTECTED]>
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] npc relations
> Reply-To: hlcoders@list.valvesoftware.com
>
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> You can find this
Wra, the guy who built the nightfall shaders for me,
had to remove the entire sourcesdk folder, and the
related gcf, and start from scratch.
--- Bob Chatman <[EMAIL PROTECTED]> wrote:
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> You are correct about it extracting the files again,
>
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You are correct about it extracting the files again, but I already tried
that twice. Both with the beta and non beta SDK.
Problem still arises.
Bob.
On 1/9/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
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Open the SDK in Steam and click on "refresh content" (I think).
It should extract the files again.
On 1/9/06, Bob Chatman <[EMAIL PROTECTED]> wrote:
>
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> I am having the same problem Adam w
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I am having the same problem Adam was having with the shaders compiling
cleanly. I even took David Speyrer's advice and went back to the non beta,
and for one reason or another i couldnt track down the shadercomplie.exeapp.
what do i have to do t
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