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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,
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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:
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hmm. maybe singleplayer doesn't
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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
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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
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
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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
Here's a quote from Mike's post:
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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:
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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
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
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
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
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
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:
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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
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
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