Mike,
Can I get new takedamageinfo.h? I'm having issues with the old one.
Thanks,
Tony Paloma
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Thursday, October 11, 2007 12:33 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders
On 10/25/07, Jeremy <[EMAIL PROTECTED]> wrote:
> Some more info that may be useful. Finally got hlds updated via hldsupdate
> tool so I can try to test locally. Seems to work perfectly fine for a
> windows server. I can join as a client with or without the +check_crc from
> the grenade line, as I
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Hey Source SDK moding community mailer!
This email is more of a bug report for Valve, their current way of getting
game information isn't work so well with mods mounting multiple GCFs with
code.
As a mod using engine functions to mount GCFs such
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I don't see why it would be required, its up to you. Most of which that
preprocessor define enables has to do with the Half-Life 2 AI and not HL2MP
gameplay.
On 10/23/07, Janek Le_Vert <[EMAIL PROTECTED]> wrote:
>
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The last float in that function being a time perhaps? I don't think this
would be the best way of doing it. If you only wanted it to exist while the
window was open, you have no object to hide.
On 10/23/07, Drak <[EMAIL PROTECTED]> wrote:
>
> Ah,
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they don't..
On 10/25/07, Ray <[EMAIL PROTECTED]> wrote:
>
>
> I get that when it appears the maps over and changing..
>
> Im looking to see if anyones been able to get these:
> "teamplay_suddendeath_begin"
> {
>
They are not called as far as I know. I tried a few things, but no dice.
-Original Message-
From: Ray [mailto:[EMAIL PROTECTED]
Sent: Thursday, October 25, 2007 8:57 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Sudden Death
I get that when it appears the maps over a
I get that when it appears the maps over and changing..
Im looking to see if anyones been able to get these:
"teamplay_suddendeath_begin"
{
// nothing for now
}
"teamplay_suddendeath_end"
{
// nothing for now
}
A
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teamplay_game_over
On 10/25/07, Ray <[EMAIL PROTECTED]> wrote:
>
> Is anyone able to get the sudden death events to fire in plugins..
> The modevents.res file shows them..but they never seem to fire.
> Ray
>
>
>
>
Is anyone able to get the sudden death events to fire in plugins..
The modevents.res file shows them..but they never seem to fire.
Ray
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// Use our brushmodel
SetModel( STRING( GetModelName() ) );
this line set's the entity's model to brush model it is attached too -
brush entities are actually just entities linked to some brushes, they
don't use separate models. If you want such entity you should look at
http://deve
Hi,
I have been following some of the tutorials on the Valve Developer Wiki
and am having a bit of trouble with the "Authoring a Brush Entity"
(http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity)
tutorial. A simple one I know, but I'm a beginner!!
I have created the entity in code a
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Wierd, gmail must be mucking up the string. Lemme try to paste it again to
see.
#define CALTROPGRENADE_MODEL_HOLSTER
"models/grenades/caltrop/caltrop_holster.mdl"
It's definately .mdl
On 10/25/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
>
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the only thing in your post that doesn't make sense to me is this:
#define CALTROPGRENADE_MODEL_HOLSTER
"models/grenades/caltrop/caltrop_holster::mdl"
void CFFGrenadeCaltrop::Precache()
caltrop_holster::mdl?
On 10/25/07, Jeremy <[EMAIL PROTECT
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Some more info that may be useful. Finally got hlds updated via hldsupdate
tool so I can try to test locally. Seems to work perfectly fine for a
windows server. I can join as a client with or without the +check_crc from
the grenade line, as I woul
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Mike, we did some testing last night to try and get pure working and here's
what we found out.
With the whitelist set up as
materials\...allow_from_disk
materials\effects\...
allow_from_disk+check_cr
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Ok after a few more tests and goold old code-digging, I got my rockets working.
The problem was that I forgot to override the ShouldPredict() method of the
missile entity on the client side to return true when the missile is created by
the lo
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