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Since networking these entities don't put any stress on the server while
it's running (only sent on connection), it'd be the best idea to network the
triggers to the client and have it all client managed. Of course you can add
functionality to the
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Im trying to program a brush function, CLocation()
It has a name property (a string_t) which can be set in hammer.
What i want it to do, is take that name, and display it on the hud.
How would I go about doing this? My hud element is already co
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I don't think it can be done for a HUD element... I'll just edit
HudLayout.res from my laptop and use hud_reloadscheme, because closing and
opening HL2 gets annoying :)
On 7/22/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
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Not that I know of. But if you find one let me know :)
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Thanks heaps, got it all working nicely now :)
One final question, is there a way to activate build mode for the HUD?
SHIFT+ALT+CTRL+B doesn't work (all I do is crouch, prone, sprint :P)
On 7/22/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
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If you want to just modify the texture, then all you need is Photoshop with
the VTF Plugins
If you want to change the model, you will need to use a modeling program
such as XSI or 3DS Max.
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Alright here is what I have:
This is how I have the background for my Health Bar
First off, my health bar has rounded edges, so I have three different
images:
vgui::ImagePanel *healthLeft;
vgui::ImagePanel *healthBg;
vgui::ImagePanel *healthRig
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My images seem to be drawing excessively small when I do that. I'm still
playing around with it, but did you have it as a separate entry in
HudLayout.res or just that code tacked on to hud_health (or any other
Hud element)?
On 7/21/06, Michael K
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Hi everyone,
I'm relatively new to character modeling using the Source SDK/ Hammer/ Model
Viewer and wanted to know how can an existing character model be modified,
preferably without using any of the external tools like XSI or 3Ds max. I
want to
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I've got it... ts2do told me to look around the renderbounds. So I did.
GetRenderBounds() gives me a good vector.
Robbie
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Rather than take the origin on the player in screenspace (that ends up
somewhere on the floor) why not take the rightmost bound. I think
GetRenderBounds() can do this. Then its a matter or transforming to
screen space and painting.
On 7/21/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
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This is my code for part of the HUD.
GetVectorInScreenSpace(vPointer, x, y, NULL);
m_pWarmupLabel->SetPos(x, y);
Could you not possibly do this?
m_pWarmupLabel->SetPos(x + 100, y);
On 7/21/06, Robbie Groenewoudt <[EMAIL PROTECTED]
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Hey,
At the moment I'm busy coding a HUD-element that draws players names, health
and armor.
Thanks to GetVectorInScreenSpace(), I can convert their location to
screencoordinates. However I want that the info never "blocks" (is in the
front of) t
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