Re: [hlcoders] How to make cops bash you?

2006-01-09 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] How to make cops bash you?

2006-01-09 Thread Matthew
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? -- [ Picked text/plain from multipart/alternative ] Give them stunsticks On 1/9/06, Matthew <[EM

RE: [hlcoders] How to make cops bash you?

2006-01-09 Thread Robin Walker
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

Re: [hlcoders] How to make cops bash you?

2006-01-09 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] 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? > > > >

Re: [hlcoders] [hlcoders]

2006-01-09 Thread Spektre
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

[hlcoders] How to make cops bash you?

2006-01-09 Thread Matthew
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://lis

Re: [hlcoders] [hlcoders]

2006-01-09 Thread Matthew
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

Re: [hlcoders] [hlcoders]

2006-01-09 Thread Spektre
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

Re: [hlcoders] [hlcoders]

2006-01-09 Thread Matthew
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

Re: [hlcoders] [hlcoders]

2006-01-09 Thread Tim Holt
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

[hlcoders] [hlcoders]

2006-01-09 Thread Matthew
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. ___ To unsubscribe, edit your list preferenc

Re: [hlcoders] Updated Half-Life 1 client cvar query interface

2006-01-09 Thread Matt Judge
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

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-09 Thread Justin Krenz
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

[hlcoders] Re: Brainstorm with me? How to create desert mirage effect?

2006-01-09 Thread Chip Friendly
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

[hlcoders] Re: hlcoders digest, Vol 1 #2304 - 13 msgs

2006-01-09 Thread Giedrius T.
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 > > -- > [ Picked text/plain from multipart/alternative ] > You can find this

Re: [hlcoders] Still unable to build shaders...

2006-01-09 Thread Adam \"amckern\" Mckern
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: > -- > [ Picked text/plain from multipart/alternative ] > You are correct about it extracting the files again, >

Re: [hlcoders] Still unable to build shaders...

2006-01-09 Thread Bob Chatman
-- [ Picked text/plain from multipart/alternative ] 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: > > -- > [ Picked text/plain from multipart/a

Re: [hlcoders] Still unable to build shaders...

2006-01-09 Thread Garry Newman
-- [ Picked text/plain from multipart/alternative ] 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: > > -- > [ Picked text/plain from multipart/alternative ] > I am having the same problem Adam w

[hlcoders] Still unable to build shaders...

2006-01-09 Thread Bob Chatman
-- [ Picked text/plain from multipart/alternative ] 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