So, porting our mod over to the OB engine, we ran into a curious issue. As
far as I or my partner can figure out, it seems that SDKPlayer:: and
BasePlayer:: ClientCommand() are no longer being called at all in the
Scratch SDK at least(haven't tested HL2MP sdk). Has anyone else run into
this probl
e: [hlcoders] Souce Control
>
> Okay, SVN across the board... That's good.
>
> As for the box, Are we talking like something on a cable modem in a few
> cases?
>
> Is there a particular SVN client that's better than others?
>
> -Grash
>
> --- Greg Scott
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We use a SVN as well, with our project lead hosting the SVN on a secure
box. The bandwidth isn't always amazing, but it gets the job done well.
On Jan 22, 2008 12:47 AM, Adam Maras (memzero) <[EMAIL PROTECTED]>
wrote:
> We're on SVN as well. Al
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Well, for something simply cosmetic, simply have the user choose through a
VGUI menu or whatever, then store their choice in a simple var in the player
class, then on spawn, set their model based upon what the # is, example:
void CSDKPlayer::Prec
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So, trying to create a custom trace which will only collide with a specific
entity type. Upon my previous forray, I got as far as figuring out that if
I could somehow give the entity a custom contents flag, I could then
eventually create a collis
ff which player classes,
> lag compensation and prediction. I would advise HL2MP to newer coders.
> As for the Ep2 SDK, it isn't out yet, only the tools for making maps and
> models.
>
>
> On Nov 11, 2007 1:30 PM, Greg Scott <[EMAIL PROTECTED]> wrote:
> > So, going
So, going to port the mod I'm working on over to the Ep2 SDK, however,
I'm wondering which I should go for, the Scratch, or the HL2DM SDK?
Could anyone lay out what the upsides and downsides are to them? From
what I've seen it *seems* like the HL2DM SDK is supported better, but
I could be wrong.
-
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Guys, as was said, Please keep the arguing about exploits/who is an
exploiter/what have you off the email list. We don't need our inboxes
filled with a 40 email long argument. Email each other personally or take
it to a forum somewhere please.
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Technicly you only need to modify the gamemovement class, you'll need to set
it up so that if the player is the larger type that they use a different
collision hull (do this in the getplayermins/maxs functions, then make sure
all the calls go to t
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Did you create the hud element in the script files as well or only in the
code?
On 6/30/07, Josh Marshall <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hey,
>
> Ive implemented code that draws the players
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Did you try stepping through it in debug mode to make sure it's passing all
the checks correctly?
On 6/29/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> This is a multipart message in MIME format.
> --
> [ Picked text/plain from multipart/alterna
tp://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>
> /ProZak
>
>
> On 17/06/07, Greg Scott <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hey guys, I'm sure everyone's heard the tons of complaints abo
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Hey guys, I'm sure everyone's heard the tons of complaints about hit
registry in CS:S and every other Source mod. Well, as part of a team
putting together a source mod, where some of our players will be moving up
to 300+ units/sec, I figured I'd
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The speed is limited by a couple things, the sv_maxspeed variable for one,
and the code defined player's speed. GameMovement.cpp/.h and your mod's
sdk_gamemovement.cpp/.h (replace sdk_ with your mod's name if you changed
it.) contain the movement
The FlareGun fires a physics prop; specifically
> "models/weapons/flare.mdl".
>
> So... I don't see how GetBulletSpread is meant to help me? :\
>
>
> Greg Scott wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > The hitsc
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The Entities wouldn't be too hard, and a smaller poly-count would certainly
help, as well as a division system. Basicly, make either the coin entity
choose the model/number of coins given, or make a different ent for each
level of coin division,
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The hitscan weapons use this function:
virtual const Vector& GetBulletSpread( void )
{
static Vector cone = PISTOL_CONE;
return cone;
}
In combination with the FireBulletsInfo_t object to create the spread (The
fire b
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Well, you'll need a couple things. First, a network var in the player class
and hud element to hold the # of coins for a player and to show the #
respectively. Then you'll need to create the coin entity (similar to
creating a normal mapper point
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Yup, IIRC, weapons only store the ammo currently in the clip, in m_iClip1
and m_iClip2, the player stores the ammount of ammo/etc. that they have in
reserve. Here's a little code ripped from some stuff in Intelligent Design,
try modifying this ho
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The alias works basicly as a macro, so basicly when the user executes the
alias '357', it sense 'use weapon_357' 'phys_swap' 'use weapon_357', the
wait command and binding wouldn't be sent to the server at all, as they're
client side only.
On 5/
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Yup, the CBasePlayer Class (Or your descended class if you're using custom
classes) is the class that refers to a player entity. If you want to access
their client side only information it gets more complicated than that, but
in short, the CBaseP
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What duke said is correct, the Weapon_Grenade is removed, and something like
CBaseGrenade(Or a variant thereof) is spawned with the physics, timer,
owner, and team information.
On 2/18/07, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/p
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Question on as this applying to Mods:: Does steam take care of the master
server tracking for mods from the steam browser, or is there a code section
that will need to be changed? did a quick serch through code for the old IP
and came up with noth
r::PostThink() resets this every frame, so you'll
> need to do the same.
>
> On 1/22/07, Greg Scott <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Been trying to make a custom hullbox/view for a player class, using a
&
vObsHullMin
>
> Vector( 10, 10, 10 ), // m_vObsHullMax
>
>
> Vector( 0, 0, 14 ) // m_vDeadViewHeight
>
> );
>
> inside of "gamerules.cpp"
>
>
> If you want to add a new custom hull definition, you'll also need to
> make the appropriate cha
r a double send there. :X
On 1/21/07, Greg Scott <[EMAIL PROTECTED]> wrote:
>
> Been trying to make a custom hullbox/view for a player class, using a
> custom CMoveData class; I went changing the Hullbox data and view data by
> using GetPlayerViewOffset() and
> GetPlayerMin
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Been trying to make a custom hullbox/view for a player class, using a custom
CMoveData class; I went changing the Hullbox data and view data by using
GetPlayerViewOffset() and
GetPlayerMins(bool/void)/GetPlayerMaxs(bool/void). Everything works,
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