Re: [hlcoders] 3rd person cam, player's animation

2007-12-06 Thread Minh
-- [ Picked text/plain from multipart/alternative ] hmm. maybe singleplayer doesn't create an animstate machine for the player. I guess I can't help you then, sorry.. - Original Message - From: Alvin Ng [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, December 05,

Re: [hlcoders] 3rd person cam, player's animation

2007-12-06 Thread Alvin Ng
-- [ Picked text/plain from multipart/alternative ] Can we like create a multiplayer mod, then copy that part of the anim codes to put into the single player mod? On 12/6/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] hmm. maybe singleplayer doesn't

[hlcoders] TeamFortress 2 Plugin? SDK says its not compatible

2007-12-06 Thread Andrew Armstrong
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, Is it correct that you cannot yet make a plugin for TeamFortress 2? I try and launch the Source SDK 'Create a Mod' item so I can grab the example plugin files, but am told that 'The source

Re: [hlcoders] 3rd person cam, player's animation

2007-12-06 Thread Minh
-- [ Picked text/plain from multipart/alternative ] I'm sure that's possible. I've never tried it myself but I don't see why it wouldn't work. Heck, singleplayer is really just multiplayer but with 0 ping... I think I'm not gonna walk you through copying the code though.. so..good luck with

RE: [hlcoders] 3rd person cam, player's animation

2007-12-06 Thread Mark Chandler
Yeah sp is mp but with maxplayers set at 1 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Thursday, December 06, 2007 6:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] 3rd person cam, player's animation -- [ Picked

Re: [hlcoders] TeamFortress 2 Plugin? SDK says its not compatible

2007-12-06 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] The code isn't yet available, but I believe Mike put up some source files for TF2 plugins to work. Search the list and you should find a whole thread about it On Dec 6, 2007 7:31 PM, Andrew Armstrong [EMAIL PROTECTED] wrote: This is a

RE: [hlcoders] TeamFortress 2 Plugin? SDK says its not compatible

2007-12-06 Thread Keeper
Here's a quote from Mike's post: --- Hi All- I decided that posting the contents of the files on the Wiki was lunacy. So I made a new user on our FTP site that you can use to get a zip of the headers:

Re: [hlcoders] TeamFortress 2 Plugin? SDK says its not compatible

2007-12-06 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] It looks like some of the other replies have the info you need for the orangebox. I would recommend using Metamod:Source if you're going to do anything beyond stats from gameevents. It allows you to easily hook functions to record data, change

[hlcoders] VGUI problems and starting a map

2007-12-06 Thread Mark Chandler
Hi guys, Im looking at rewriting the create server panel due to wanting to put better options on there (i.e. be able to interface with some script parsers loading settings and what not) but I have run into a problem. Well when I send the client command to launch the server the server launches but

RE: [hlcoders] VGUI problems and starting a map

2007-12-06 Thread Mark Chandler
Ok I fixed the first problem by moving the Client command to start the server from a command class into the panel it self (WTF?) and I think the loading screen only comes up when the maxplayers is set to two or more. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On

RE: [hlcoders] TeamFortress 2 Plugin? SDK says its not compatible

2007-12-06 Thread Andrew Armstrong
Awesome. Thankyou everyone for your replies, appreciated. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Friday, 7 December 2007 2:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] TeamFortress 2 Plugin? SDK says

Re: [hlcoders] Re: NPC Animation Latency...

2007-12-06 Thread Christopher Harris
The problem is its very expensive though. I may try overriding the IsSelfAnimating functions of my client npc and vehicle classes to return false and see if that works better. In testing with 3 players and only a few npcs the framerate plummeted. Chris - Original Message - From: Spencer

Re: [hlcoders] Re: NPC Animation Latency...

2007-12-06 Thread Christopher Harris
Yep. Instead of changing that function call in C_BaseEntity you just need to change any class with jittery animations on the client to override IsSelfAnimating with true. Chris - Original Message - From: Christopher Harris [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent:

Re: [hlcoders] 3rd person cam, player's animation

2007-12-06 Thread Alvin Ng
-- [ Picked text/plain from multipart/alternative ] I can see the jump and run animations, but when I press A(left) D(right) S(back) it still plays the same running forward animation. Plus for jumping, it only plays the jump animation when one of the WASD key is pressed too. if not it will just

[hlcoders] RE: Brush Dimensions (Jay Stelly)

2007-12-06 Thread TheDisturbedOne
The GetModelBounds increases the bounds by one in their respective directions correct? Otherwise I'd be a tad perplexed. I can just subtract it back out of course when I do the math I'm doing. Thanks for the point in the right direction. :D ___ To