Re: [hlcoders] I can't compile.

2007-07-15 Thread josh
I have Express, it comes with the Command Prompt. It crashes whenever I switch to release Hl2mp. After I compile once with the command prompt the IDE usually starts working again. Josh On Sun, 15 Jul 2007 21:06:25 -0400, Adam "amckern" McKern <[EMAIL PROTECTED]> wrote: Why d

Re: [hlcoders] I can't compile.

2007-07-15 Thread josh
Could the msbuild.exe be corrupted? Is there a way I can download a new one. On Sun, 15 Jul 2007 21:45:46 -0400, Adam "amckern" McKern <[EMAIL PROTECTED]> wrote: Thats quite strange, you might want to log a support request at the channel 9 msdn forums. Adam --- josh &

[hlcoders] RE: CZ ded. server problem

2004-04-14 Thread Josh
else having these problems? (sorry I know this is coders but I received no response on the forums, almost like its not an issue, but all of the people I have chatted with that are using 2000/2003 servers are having the same problem). Josh -Original Message- From: [EMAIL PROTECTED] [mailto

[hlcoders] RE: hlcoders digest, Vol 1 #1315 - 5 msgs

2004-05-03 Thread Josh
This is a multi-part message in MIME format. -- See the php file attached, may help some. Josh (Pimp Daddy) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Monday, May 03, 2004 9:35 AM To: [EMAIL PROTECTED] Subject: hlcoders

[hlcoders] Content Provider

2004-08-13 Thread Josh
I noticed on the FAQ on steampowered you have to be running windows 2000 to be a steam content provider... I just wanted to be SURE that you cannot run 2003 and be a steam provider. Is this correct? Thanks, Josh ___ To unsubscribe, edit your list

[hlcoders] CS bugs

2004-09-01 Thread Josh
27;s just alive, but can't move, and his body is gone, but his state is dead. It's quite strange. It's solved by spawning him twice, but I was wondering if this would ever be fixed because I thought it was supposed to be fixed on an earlie

[hlcoders] RE: CS bugs

2004-09-02 Thread Josh
Nope not fixed, I still have to spawn them twice :( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] RE: dod messages

2004-09-15 Thread Josh
y documentation that explains dod messages? (type meta game for a list of them) Or is ANY of dod open source? I'm trying to port warcraft 3 frozen throne to dod, so I want to know what messages I can take advantage of. Thanks, Josh ___ To un

[hlcoders] Determing when a player is walking

2004-10-16 Thread Josh
can determine if a player is walking besides checking their velocity? Josh (Pimp Daddy) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] RE: Determing when a player is walking

2004-10-17 Thread Josh
I tried checking EV_INT_sequence but this didn't help at all, the animation was the same for walking as running. But when you watch some1 they are different, this confuses me, am I looking in the wrong place? Thanks, Josh ___ To unsubscribe,

[hlcoders] Relating hud messages and different screen resolutions

2004-10-17 Thread Josh
I've noticed that messages seem to be placed in different places on your screen if you're at a specific resolution, they are generally in the same place yes, but not exactly. Is there some formula that can calculate a way for this to be the same that some1 has done or knows of? Th

[hlcoders] Attaching a weapon to an entity's model

2004-10-22 Thread Josh
OK basically I can spawn a model and can get it to follow me or whatever. Only bad part is that I'm trying to give the model a weapon and I'm not sure how to do it. Setting the weaponmodel string does nothing. Anyone have any ideas? Thanks, Josh (

[hlcoders] Using gpGlobals->maxclients

2004-12-03 Thread Josh
obals = &dummyvars; Then did gpGlobals->maxclients, but I'm getting a 0 in return. Does it need to be defined elsewhere? I'm lost :( I'm trying to use this in a plugin. Thanks, Josh (Pimp Daddy) ___ To unsubscribe, edit your li

[hlcoders] Creating Effects using the plugin interface

2004-12-03 Thread Josh
I've browsed the source for hours, and the only messages I have seen so far are purely text/menus. Josh (Pimp Daddy) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.c

RE: [hlcoders] Creating Effects using the plugin interface

2004-12-03 Thread Josh
Yes I looked and saw those, compared to the HL source it doesn't seem like very much, only about 8 functions. Are there any others that I'm missing? Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Saturday, Decembe

RE: [hlcoders] Creating Effects using the plugin interface

2004-12-03 Thread Josh
OK what If I wanted to create a sprite at a certain origin. Is this possible with the plugin interface? Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Saturday, December 04, 2004 12:31 AM To: [EMAIL PROTECTED] Subject: RE

[hlcoders] re: Retreiving a player's origin for use in a plugin

2004-12-03 Thread Josh
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How do I retrieve a player's origin if I have their entid/index ? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the

[hlcoders] Creating effects

2004-12-04 Thread Josh
(IEFFECTS_INTERFACE_VERSION, NULL); But the plugin will not load b/c I guess effects doesn't get defined. Yes I have IEffects.h included, anyone have any suggestions? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the

[hlcoders] Determining when a player is dead or alive (as well as if they're a bot)

2004-12-04 Thread Josh
is a fakeclient? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] Determining when a player is dead or alive (as well as if they're a bot)

2004-12-04 Thread Josh
Anyone know this? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Saturday, December 04, 2004 3:47 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Determining when a player is dead or alive (as well as if they're a bot) This is a multi

RE: [hlcoders] Determining when a player is dead or alive (as well as if they're a bot)

2004-12-04 Thread Josh
Have any advice on using c_basplayer.h? I added it to my project and got about 100 errors in different files :( Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Saturday, December 04, 2004 6:33 PM To: [EMAIL PROTECTED] Subject: Re

RE: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin

2004-12-05 Thread Josh
You need to do if ( playerinfo ){ Msg("SteamId: %s\n", playerInfo->GetNetworkIDString()); } Not if !playerinfo -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Sunday, December 05, 2004 7:34 AM To: [EMAIL PROTECTED] Subject: Re: [hlcod

RE: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin

2004-12-05 Thread Josh
y entityindex is 1 > playerInfo->GetUserID() return 2 > > What is in entityindex 0? as engine->PEntityOfEntIndex(0) returns > non-null but dies in pain when you try and do stuff with it. > > > Trimbo > > On Sun, 5 Dec 2004 12:20:03 -0500, Josh <[EMAI

[hlcoders] Displaying a menu to a player

2004-12-05 Thread Josh
Was wondering if this is possible or if anyone has done this yet?  I don’t mean the sample menus that were shown that require you to press escape.  I mean menus similar/better than those found in HL1?  (The non-VGUI menus)  And if so, how would I catch which option the user presses? Thanks, Josh

RE: [hlcoders] Displaying a menu to a player

2004-12-06 Thread Josh
IS there a menu capability that doesn't require the user to press escape and choose an option? Similar to the non-VGUI menus of HL1 ? I don't want to require the user to press escape every time they will see a certain menu (which could be up to 2 times per round). Thanks, Josh ---

[hlcoders] Sending a regular text message

2004-12-06 Thread Josh
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How do I print a regular text message on a player's screen? Not any of the DIALOG stuff, just a message like if a user typed something in chat? Thanks,

[hlcoders] Attempting to import te_ files to use (te_largefunnel)

2004-12-06 Thread Josh
DK and I'm unable to find where these are defined. Can anyone help me? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] Displaying a menu to a player

2004-12-06 Thread Josh
elig meddelelse- > Fra: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] På vegne af Josh > Sendt: 6. december 2004 17:24 > Til: [EMAIL PROTECTED] > Emne: RE: [hlcoders] Displaying a menu to a player > > IS there a menu capability that doesn't require the user to > pre

RE: [hlcoders] Displaying a menu to a player

2004-12-06 Thread Josh
I guess that's what I'll have to do, I can intercept slot1, slot2, etc... commands I hope right? I'm working on a war3 mod for CSS :) Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Monday, December 06, 2

RE: [hlcoders] Accessing gpGlobals from server plugin

2004-12-06 Thread Josh
I don't think it is, Alfred said to use IEffects::Time for the time, and you can get the maxclients variable from ServerActivate. Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hendrik "Punisher" Leppkes Sent: Monday, December 06,

RE: [hlcoders] Displaying a menu to a player

2004-12-06 Thread Josh
How are you guys displaying just regular hud messages? Are you guys doing like UTIL_HudMessage from HL1 or are you doing HudText messages? Thanks, Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Monday, December 06, 2004 12:52 PM To

RE: [hlcoders] Attempting to import te_ files to use (te_largefunnel)

2004-12-06 Thread Josh
Anyone? Someone has to know about this. Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Monday, December 06, 2004 11:36 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Attempting to import te_ files to use (te_largefunnel) This is a multi

RE: [hlcoders] Attempting to import te_ files to use (te_largefunnel)

2004-12-06 Thread Josh
Well I'm still confused as hell, when I search for those variables that are coming up as undefined. I don't fine them defined anywhere at all, just being used. I'm very confused about this. Has anyone had any luck using any of the te_ files to create effects? josh -O

RE: [hlcoders] Sending a regular text message

2004-12-06 Thread Josh
Ok cool I found those and added util.h, I then added c_baseplayer.h and got about 1500 errors. Anyone have any advice? Do I need to add every include file to my project? Thanks, Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone Sent

RE: [hlcoders] Playerinfo->ChangeTeam

2004-12-06 Thread Josh
UTIL_SetModel in util.h Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ray Sent: Monday, December 06, 2004 10:13 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Playerinfo->ChangeTeam I use the playerinfo->ChangeTeam function and it change

RE: [hlcoders] Sound precaching does not work!

2004-12-07 Thread Josh
So it's not possible to precache files from the server? Will this eventually be added? Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Tuesday, December 07, 2004 2:46 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders]

[hlcoders] Using UTIL_ and te_ functions

2004-12-07 Thread Josh
ne has had any luck? Or if anyone can give me some advice? Even something like Util_SetModel.. Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] Using UTIL_ and te_ functions

2004-12-07 Thread Josh
What do you mean I'll have to write my own UTIL_Beam functions? So if I wanted to do UTIL_SetSize, UTIL_SetOrigin, UTIL_ShowMessageAll, UTIL_ScreenFade, etc I will have to write these myself? How? Thanks, Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTE

[hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Josh
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone been able to do this? Is this even possible? There are a LOT of functions that I would like to have access to, and it was possible to use similar functions in HL1. Thanks, Josh

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Josh
ne with an M4 and it does 30 damage, I want to change it to 40 before it is processed and the client's health is changed. Thanks, Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftw

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-10 Thread Josh
Yea, I just I'm jumping the gun. I didn't get in the HL seen until about 1-2 years ago so I wasn't around when the HL1SDK was released. I guess you could consider me a *noob* in that respect. I'm just worried I won't be able to do certain things. No rush... Josh -O

[hlcoders] (server-plugin) Displaying a message like the UTIL_HudMessage in HL1

2004-12-13 Thread Josh
have a player entity/index, how would I display a simple message on their screen? Is this possible yet with the current SDK from a server-plugin? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please

RE: [hlcoders] (server-plugin) Displaying a message like the UTIL_HudMessage in HL1

2004-12-14 Thread Josh
Come on this has to be possible; no one has tried this or had any luck? Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Querying a CSS/HL2/HL2DM server

2004-12-15 Thread Josh
I was wondering if there was any documentation on this or if you could point me in the right direction to querying a server and getting a player list, cvars, etc.. Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please

[hlcoders] Displaying an MOTD on a client's machine (server plugin)

2004-12-18 Thread Josh
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is this possible? Does anyone know how? I just want to display a screen like the motd with text Thanks, Josh -- ___ To unsubscribe, edit your list

RE: [hlcoders] player_say?

2004-12-19 Thread Josh
Why not register it as a say command? Couldn't we then block it? Or is it not possible to block a player's say command yet. Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Sunday, December 19, 2004 6:16 AM To: [EMAIL

[hlcoders] Finding the entity based on the userid

2004-12-20 Thread Josh
dexOfEdict function in engine. How can I determine the IndexOfEdict or get the pointer to the entity of a userid? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.c

RE: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Josh
different. Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra Sent: Monday, December 20, 2004 12:36 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finding the entity based on the userid You can look from 1 to maxplayers, get the pEntity

RE: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Josh
tensive? Do you think valve could create an easier way? Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra Sent: Monday, December 20, 2004 2:46 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finding the entity based on the userid

[hlcoders] Determining the weapon that caused player_hurt

2004-12-20 Thread Josh
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is this possible? Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com

[hlcoders] Determining the damage dealth (server-plugin)

2004-12-20 Thread Josh
mage dealt instead? Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] This is how you get the player's origin/velocity/money/health/clip/armor using a server-plugin (Windows only)

2004-12-20 Thread Josh
These offsets can change with steam updates. Thanks to Damaged Soul for leading me in the right direction and for money offsets :P I would imagine these offsets would be 5 off for a unix machine. I haven't gotten a compile for unix so I haven't tested it. #define OFFSET_ORIGIN_X

RE: [hlcoders] again about FX5200 overclocking

2004-12-28 Thread Josh
I have an FX Go 5200 in my laptop and I overclocked it and I'm not having any problems. This is with the manufacture drivers or the updated ones. Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] This should not be possible, yet it works!?

2005-01-11 Thread Josh
Yea I still wasn't able to add CBaseEntity to my project with what you said :( Has anyone else gotten this to work? I wasn't able to compile that bot either, quite a few compiler errors. Josh ___ To unsubscribe, edit your list preference

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Josh
es be fixed for CS:S? Thanks, Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Monday, January 17, 2005 11:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HL2DM SDK in January or February? The code for HL2DM won

RE: [hlcoders] svc_UpdateStringTable error?

2005-01-21 Thread Josh
Off topic I know, but do u live in ohio? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Friday, January 21, 2005 2:57 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] svc_UpdateStringTable error? When testing my mod onlin

RE: [hlcoders] Steam: Technology failure

2005-01-26 Thread Josh
Any of the devs have anything to say about this? I notice this as well, sometimes when doing steam updates I have to just stop it b/c it consumes so much. And I have a p4 3.0 w/1GB RAM. It uses up to like 70% of my CPU at times. Josh ___ To

RE: [hlcoders] Forcing things such as kill, name on a serverplugin

2005-01-27 Thread Josh
Couldn't u just re-create an alias? Would suck though, just create the alias kill that executes kill, or just create a new random alias and execute it each time. Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Tu

[hlcoders] Getting access to change m_flStepSoundTime

2005-02-01 Thread Josh
this value (mainly to disable footsteps per player) on a server plugin. This was possible in HL1. Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] Forcing things such as kill, name on a serverplugin

2005-02-01 Thread Josh
OK I think if you do engine->ClientCommand (pEntity, "kill") it will still kill them. It shouldn't make a difference because this command is mimicked. I don't think it's actually sent to the client. Josh ___ To unsubscribe

RE: [hlcoders] Getting access to change m_flStepSoundTime

2005-02-01 Thread Josh
Yea I would know how to do it on a mod :P I just need it for a server plugin. Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Yahn Bernier Sent: Tuesday, February 01, 2005 5:09 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Getting

RE: [hlcoders] Getting access to change m_flStepSoundTime

2005-02-02 Thread Josh
Thanks so much, I appreciate the help. I think in a worse case scenario the function that actually plays the sound could be "hooked" from the vtable, of course I would have to learn how to do this :P Thanks again, Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

RE: [hlcoders] Velocity and teleport

2005-02-09 Thread Josh
You can only get the user's origin with that (and its windows only since it's an offset). You cannot change it. Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Frank Weima Sent: Wednesday, February 09, 2005 4:44 AM To

Re: [hlcoders] Physics crash related (urgent).

2007-12-24 Thread Josh Marshall
-- [ Picked text/plain from multipart/alternative ] its christams sadues stop emialing and tget with ti, man! On Dec 24, 2007 7:10 PM, Mulchman <[EMAIL PROTECTED]> wrote: > All of our buildable objects - detpack, dispenser, sg - run the code below > when they explode. The detpack is a "real" phys

Re: [hlcoders] bugs in clean code

2007-12-26 Thread Josh Marshall
-- [ Picked text/plain from multipart/alternative ] They dont look like actual code problems. Have you added all the right directorys etc? On Dec 25, 2007 12:00 PM, steven belmans <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > > Hi all > > I was compiling a

[hlcoders] Some Source Engine/SDK Questions

2008-02-21 Thread Josh Rehm
e a good example of this. I'm trying to figure out how to spawn a new entity programatically, and then destroy it when it is no longer needed (so it doesn't sit around, invisible, using up resources). Is the weapon_rpg.h/.cpp a good place to see this behavior? Are there any point

Re: [hlcoders] Some Source Engine/SDK Questions

2008-02-21 Thread Josh Rehm
xisting particle effects, and which base classes should be used where. I, of course, haven't asked that question directly because I still want to figure it out on my own. The questions I have asked are an attempt to fill in the blanks enough to make it all fit together nicely. - Josh On Th

Re: [hlcoders] Think() documentation

2008-02-22 Thread Josh Rehm
the Think functions. Finally, I would elaborate a little on what you mean by "Don't put anything expensive in this function." I think it's a very useful document, especially to someone just getting started with the Source Engine. Great job! - Josh On Fri, Feb 22, 2008 at 11:56

Re: [hlcoders] SDK beta doesn't need parameters any more

2008-02-23 Thread Josh Marshall
-- [ Picked text/plain from multipart/alternative ] Its been like that for a while :S On Sat, Feb 23, 2008 at 11:58 AM, Tobias Kammersgaard < [EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Awesome! Great observation :-)! > > On 23/02/2008, Tom Edwards <[EMAIL

Re: [hlcoders] Think() documentation

2008-02-23 Thread Josh Rehm
To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] Think() documentation > > > > Thanks Josh. I've added the updated article to VDC: > > http://developer.valvesoftware.com/wiki/Think()<http://developer.valvesoftware.com/wiki/Think%28%29>. > > &g

Re: [hlcoders] CBaseAnimating overriding IF conditions?

2008-02-27 Thread Josh Rehm
-- [ Picked text/plain from multipart/alternative ] I don't see anything with the code either. The only possible things I see that could be happening are: - What David Shaw said - The DLLs being executed by the engine aren't the ones you're compiling. I see this happen a lot because Studio will

Re: [hlcoders] CS models-->HL2 (solved!)

2008-04-05 Thread Josh Marshall
Isn't there a tutorial on the Wiki about this anyway? Not being rude but it is pretty common knowledge :P On Sat, Apr 5, 2008 at 3:16 AM, Some Person <[EMAIL PROTECTED]> wrote: > > Did it! Decompiled a CS:S model (mdl) and recompiled it to work in HL2! > > Hey thanks Steve. > > Here's what I use

[hlcoders] Conveyor Belt

2008-04-17 Thread Josh Rehm
ing able to pass an object from one belt to another is also necessary. Any pointers? Anyone? Thanks very much for your time, - Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Conveyor Belt

2008-04-23 Thread Josh Rehm
not for the SDK ( A garrysmod addon ), but it might give you > some pointers in the right direction. > > http://forums.facepunchstudios.com/showthread.php?t=506896 > > > Josh Rehm wrote: > > Hello. > > > > The mod I'm working on is attempting to create a conv

[hlcoders] Scrolling Textures

2008-10-12 Thread Josh Hollander
I'd like to know why my texture wont scroll. It refracts beautifully, but... well, it looks utterly fake. Can anybody figure out what I've done wrong here? VMT CODE: "Refract" { "$normalmap" "dvlstx/forcefield_normal" "$surfaceprop" "glass" "$bluramount" "1" "$refractamount" ".100" "$scale" "[1 1]

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Josh Hollander
I believe you have to change the line "textureScrollVar" "$basetexture2" to "textureScrollVar" "$baseTextureTransform" Although I'm not sure if you're going for a different effect from scrolling. Josh On Sun, Oct 12, 2008 at 2:46 PM, Mat

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Josh Hollander
ything. :P > > Would I remove $basetexture2 (at the start of the vmt) and replace it with > $basetexturetransform? > > On Sun, Oct 12, 2008 at 5:49 PM, Josh Hollander <[EMAIL PROTECTED]> > wrote: > > > I believe you have to change the line > > > &g

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Josh Hollander
les on the deck plating. This I think > could be done with a base texture, and then an animated (water droplet > animation) refract texture, which is overlayed onto the deckplating > material. > > On Sun, Oct 12, 2008 at 6:07 PM, Josh Hollander <[EMAIL PROTECTED]> > wrote: >

Re: [hlcoders] Weird issue with Jigglebones

2008-10-19 Thread Josh Hollander
Try changing your angle constraint? Maybe -30, cause 30degrees might be 'up', not 'down'. Other than that, I can't help. sorry. On Sun, Oct 19, 2008 at 2:13 PM, Jake <[EMAIL PROTECTED]> wrote: > Ok, so just playing around with jigglebones and it seems gravity has > broken..Because whenever I l

[hlcoders] Crash problem with Particle Editor still exists

2009-02-03 Thread Josh Hancock
Hi, When opening a pcf file in the particle editor, hl2.exe still crashes. Hope there is a solution soon as the mod team I'm part of need a particle editor that works with source. -Josh ___ To unsubscribe, edit your list preferences, or vie

[hlcoders] CNetworkVar madness

2009-02-10 Thread Josh Clark
Hi, all. I've been lurking here for a while, but something's recently come up in my code that prompted me to post. I've looked through my entire backlog of hlcoders messages (almost 3000 at this point), searched the SDK wiki and the Steam Forums, and even did a brief google for this,

Re: [hlcoders] CNetworkVar madness

2009-02-11 Thread Josh Clark
> Hi, > > Also no entities send network updates automatically unless they have a > model > by default. It is easy to override this behavior. > Yup, that's been taken care of. I'm setting EFL_FORCE_CHECK_TRANSMIT in the base class' Activate function. (And yes, that's being called by the deriv

Re: [hlcoders] CNetworkVar madness

2009-02-11 Thread Josh Clark
> Add this to your derived classes server side public: > > virtual int UpdateTransmitState() > { > return SetTransmitState( FL_EDICT_ALWAYS ); > } > > It wont send updates unless you have some rules, this will always send > when > a change is made. > Unfortunately, that didn'

[hlcoders] Help with using CSS Weapon Models

2007-06-29 Thread Josh Marshall
-- [ Picked text/plain from multipart/alternative ] Hey, For my mod Im using a few weapons from Counter-Strike Source, At the moment Ive got them working fine apart from the recoil animation when you fire plays only twice in a row when you first start shooting then stops. But this is only if you s

Re: [hlcoders] Help with using CSS Weapon Models

2007-06-29 Thread Josh Marshall
rn primary. > > The muzzle flash may also be an issue, i posted a fix on the VALVe > developer > > Josh Marshall wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > Hey, > > > > For my mod Im using a few weapons from Counter-Strike Sour

Re: [hlcoders] Help with using CSS Weapon Models

2007-06-29 Thread Josh Marshall
M_RECOIL2; return ACT_VM_RECOIL3; } So Should I comment out the whole lot apart from the ACT_VM_PRIMARYATTACK; or leave a ACT_VM_RECOIL line in? On 6/29/07, Josh Marshall <[EMAIL PROTECTED]> wrote: > > Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks! > I

Re: [hlcoders] Help with using CSS Weapon Models

2007-06-29 Thread Josh Marshall
m_nNumShotsFired < 3 ) > //return ACT_VM_RECOIL2; > > //return ACT_VM_RECOIL3; > > > > Josh Marshall wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > Right I found this > > > > Activity CWeaponUSP::GetPrimaryAttackActivity(

[hlcoders] Help with Creating Health Bar?

2007-06-29 Thread Josh Marshall
-- [ Picked text/plain from multipart/alternative ] Hey, Basically I want to Create a health and armor bar that function similar to the Aux power bar. with animations etc. Just want to know if theres any easy way through HudLayout.res HudAnimations.txt or if not what code i would have to change?

[hlcoders] Any reason my Custom HudElements Compile fine but dont show ingame?

2007-06-30 Thread Josh Marshall
-- [ Picked text/plain from multipart/alternative ] Hey, Ive implemented code that draws the players nameand health above team-mates and it compiles fine, but it doesnt show ingame. I checked it out in debug mode and it is being called but not drawn. Any reason for this? Also same thing with my R

Re: [hlcoders] Any reason my Custom HudElements Compile fine but dont show ingame?

2007-07-01 Thread Josh Marshall
and will show a Map Overview fine, but theres no info on there at all.. No player icons or anything. Thing is the code is being called so I dont know where im going wrong! Any Help would be greatly appreciated! :D On 7/1/07, Greg Scott <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/

[hlcoders] Starting An RTS Modification

2007-07-23 Thread Josh Marshall
-- [ Picked text/plain from multipart/alternative ] Hi, Basically I want to make an RTS modification primarily for my own personal use as I wish to learn what I can from the Source Engine, But I don't know where to start and I cant find any resources online to give me a starting point. Im looking

Re: [hlcoders] Starting An RTS Modification

2007-07-23 Thread Josh Marshall
. Once you've tackled that, and > familiarised yourself with the SDK maybe then you can stick your nose > into making an RTS mod. Don't hurry yourself and give yourself time to > teach yourself the ropes. > > Josh Marshall wrote: > > -- > > [ Picked text/plain from mul

Re: [hlcoders] Starting An RTS Modification

2007-07-24 Thread Josh Marshall
ly be used as well, but not sure which files you'd have to look in > there. > > That's the basic things I can think of, but it really depends on whether > it's multiplayer or singleplayer :) > > /ProZak > -- Forwarded message -- > From: J

Re: [hlcoders] CSS Player models in a HL2MP Based mod.

2007-09-19 Thread Josh Marshall
-- [ Picked text/plain from multipart/alternative ] To be honest its not that difficult to do, You can do it entirely without code although theyre may be some 'minor' bugs. Basically, you need to decompile both the CSS model you want to use (eg. Arctic) and extract the HL2 Model you'd like to base

Re: [hlcoders] hudlayout.res

2007-10-23 Thread Josh Marshall
-- [ Picked text/plain from multipart/alternative ] God damn I wish I knew that a while ago, I don't have time for modding now but back then that would of been damn useful. On 10/23/07, Tobias Kammersgaard <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > My me

[hlcoders] Muzzle Flash Fix + BloodSpray

2007-11-11 Thread Josh Marshall
Hey, A single-player mod im working on requires to use models from CSS, now everything is working fine. Muzzle flash is in the right place and recoil anim's are fixed, problem is... when the gun runs out of ammo it will still play the recoil anim and show a muzzle flash. Any way to stop the muzzle

Re: [hlcoders] Orane box source code

2007-11-12 Thread Josh Marshall
Tools are updated. Code is not. Wait. On Nov 12, 2007 12:07 PM, Vitaly Protasov <[EMAIL PROTECTED]> wrote: > Hello! > Maybe I miss something, but where the code from EP2? > > Thanks! > > Vitaly > > ___ > To unsubscribe, edit your list preferences, or v

Re: [hlcoders] EP1 Hammer internal model browser crashing hammer

2007-11-15 Thread Josh Marshall
Model Viewer is working for me now, Give yours another go. On Nov 15, 2007 8:58 AM, Julian Moschüring <[EMAIL PROTECTED]> wrote: > Hammer is working now without "Advisor fix" but the vgui model viewer is > still broken. Hammer shuts down without any messages when I try to start > the model viewer.

Re: [hlcoders] EP1 Hammer internal model browser crashing hammer

2007-11-15 Thread Josh Marshall
BTW I mean the VGUI Model Browser not the HLMV. On Nov 15, 2007 3:18 PM, Josh Marshall <[EMAIL PROTECTED]> wrote: > Model Viewer is working for me now, Give yours another go. > > > On Nov 15, 2007 8:58 AM, Julian Moschüring <[EMAIL PROTECTED]> wrote: > > Hammer is wo

Re: [hlcoders] 1000+ are nice?

2002-04-23 Thread Josh Coyne
I think that was their 'streaming' software screwing up on you. An ingenious way to bypass the strict memory limitations of the PS2 was to chop up the city streets into blocks and only render the block you're in(and maybe some neighboring blocks) - Original Message - From: "Nathan Taylor

  1   2   >