Hello.
I'm currently trying to solve a problem with my library "Steam Condenser".
Since the last update GoldSrc servers do not respond to
A2A_SERVERQUERY_GETCHALLENGE request any more.
The format of a A2A_SERVERQUERY_GETCHALLENGE request is FF FF FF FF 57
(W). I sniffed Steam's own traffic an
Followentity(enttofollow, false)
Will do the follow WITHOUT the bone merge.
No need for a think function.
-Tony
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jorge Rodriguez
Sent: Monday, October 27, 2008 2:39 PM
To: Discussion of Half-Life Programmin
Animation frames and simulation frames are different, I was talking
simulation frames. An entity's think function gets called ten times a
second. Not quite every simulation frame, but you know, whatever. Anyway all
of that is moot, what I was trying to say is, put something like this in
your grenad
I'm looking to make the Ai slightly less responsive. I want them to only
realise your there if you are very close to them or shoot at them etc. At
the moment the player spawns behind the combine and he turns around and
begins firing.
I am looking in AI_BaseNPC at function "OnListened()" as I am
ok so how do I make it do that with frames then?
Only worked with animation events to do things based on frames.
Jorge Rodriguez wrote:
> Events? Animation events? No, I wouldn't think so.
>
>
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Events? Animation events? No, I wouldn't think so.
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Jorge "Vino" Rodriguez
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That can be done through events right?
Well will try it sometime soon and find out I guess
Jorge Rodriguez wrote:
> Normally what's used is what's called a bone merge, but something like that
> isn't really necessary in this case. Probably the easiest way is to have in
> the grenade's think functi
Normally what's used is what's called a bone merge, but something like that
isn't really necessary in this case. Probably the easiest way is to have in
the grenade's think function it call
SetAbsOrigin(GetOwner()->WorldSpaceCenter()); every frame until it is
thrown.
--
Jorge "Vino" Rodriguez
So been at it for a while and I have no idea how to parent it to the
player, are there any examples of entities parenting to a player like this?
Can't find anything about parenting on entities besides doing it for
maps, nothing for coding though.
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That's what I meant to do, I'm not to great at explaining things :P
Tom Leighton wrote:
> Could you not create your grenade, spawn it, but not render it and keep
> it parented to the player until thrown?
>
> (Another of Tom's bad ideas...)
>
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