[hlcoders] GoldSrc protocol version 48 doesn't respond to A2A_SERVERQUERY_GETCHALLENGE

2008-10-27 Thread Sebastian Staudt
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

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Tony Sergi
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

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Jorge Rodriguez
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

[hlcoders] AI - less responsive

2008-10-27 Thread Luke Smith
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

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Yorg Kuijs
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. > > ___ To unsubscribe, edit your list preferences, or view t

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Jorge Rodriguez
Events? Animation events? No, I wouldn't think so. -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Yorg Kuijs
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

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Jorge Rodriguez
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

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Yorg Kuijs
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. ___

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Yorg Kuijs
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...) > ___ To